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Iron Wolf Saber
BetaMax.
2867
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Posted - 2012.08.11 22:34:00 -
[1] - Quote
First major expansion is in 6 months after launch. We're likely to get fix i/tune itt patches every month after launch even for the expansions. Expansions will be free and required thus everyone gets showered in new toys and places to go without getting red roped off. What is bad is the FPS players are not sharing very extremly detailed things that makes this not a good core FPS game.
For example I swear the HMG animation doesnt match with acutal reload indicators.
I have hundreds of complaints about everything not involving shooting but I am just causal FPS player I wouldn't know what felt wrong in a shooter game when it came down to certain mechanics.
Seriously if you guys want to swing this more towards an FPS experince game you need to start sharing your bad experinces as to why you think its not a good shooter.
We seriously dont need magic unicorns and other weird things your fellow FPS players been suggesting. We need acutal input as like 'remote demolitions' shouldnt be used as grenades is a good start. We also dont want the 'you must use this for this function only' sort of thinking either we want to reward people who master certain things to be a bit 'unconventional.
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Iron Wolf Saber
BetaMax.
2867
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Posted - 2012.08.12 00:35:00 -
[2] - Quote
Surtur Reaperson wrote: Ok here goes the raw input of mine and its awfully a lot alike what has being said, but here goes.
Anyone should be able to kill anyone give the oportunity in other words lvl 1 militia dude being able to take out proto guy, using the whole clip, while the proto needs 2 builets but killable. Also buffing the default knife at bit and make it more practical would help. The recovery rates are way off. Shields, too fast, armor too slow. Bullet tracking and impact, do I need to say more? Bullets might slow you a bit they sure as hell dont mess with your camera (upcoming patch), you just dont do that. Self repairing with tool should stay, slower rate, ok seems fair. Limit vehicle numbers, opr just nerf them by a 30% all across the board. A sound to let you know when you land a headshot. Fix the inyerctor animation so that rezing people up shouldnt kill you un the process. The rate of the game itself should be faster, no twitch fast just a bit faster. Serious limitations to where you can call vehicles like specific areas from where you only can call em. randomized spawn point within the area. That the game should revolve primarly on infantry, vehicles are ok but they should not be the center of the show. More cover spots, i mean dude if this maps were more linear they would had been in FF13.
And those just on top of my head, but must important MAKE THE GAME LOOK LESS LIKE A CHORE AND BE MORE you ready for this...? FUN. Its a videogame for christ sake. And all of this point had been already buried by an avalanche of "adapt or die hurrr" or "go back to cod" or "but its on the eve lore". And get that most people who are from the fps market dont really give two ***** about the lore or the eve universe, at least not at first.
In order... I can on average kill 2 people per clip with my milita fit however thats just me, kills do include protos. I just dont survive protos that easily though.
Recovery rate is set by the universe and also its for balances as well. Armor has always been traditionally slow to recover but can take more serious punishment than shield ever can. Shields are flismy but make up for it for rapid recovery. Armor unfourutnatley makes you go slower and shields makes you much easier to spot both electronically and to damage systems porbably in the future. This will be made more obvious when they start adding armor and shield damage modifiers to weapons, For example Scrambler pistols TEAR though shields like they're nothing but soon as they hit armor its not that effective anymore. Not every faction can or likes to armor tank, and not every faction likes to shield tank.
Hit detection is a well known issue its getting tuned better every patch.
You're talking about a high impact peice of material shoving several thousand foot pounds of force into a tiny spot. When your armor or shields has to disperse that force to be clone survivable something has to give or something is going to explode. You try running full speed in full ballistic armor and see how well you can continue to run when getting peppered down even by low caliber ammo. Most people have a hard time standing up after taking a shot with the vest on.
Self Repair tool encourages too much lone wolfing also allows for logistics that wear all plates on the bottom and use thier repair tool to outsurvive anything trying to kill them.
Vehicle numbers are getting nerfed in multiple ways, the build was making sure they where well tested out. in dynamics and sterring another things. Just know that milita vehicles (cept the LAV) are all getting upgraced to non milita types (pay per loss) and that vehicle prices are going up across the board, such as muraders beign 1.2 million just for the hull. Total est end cost of a murader 3 million isk after fitted. In the future you wouldnt be able to call a vehicle wihtout sufficent warpoints, poor performing squads will not have as many vehicles.
I rather have an additional few points for headshotting than a noise.
Getting fixed see patch notes.
I think pacing is just right, I play a fat suit Av and assault trooper two of the slowest suits.
I disagree about vehicle call in location, calling it in the wrong spot allows for risk taking, For example calling it on a rooftop when you are nearby the enemy defenses is certainly risky move that may net you a loss of a drop ship with price increases pilots will want to be a bit smarter about deployments. In the future even the RDVs are going to cost money every time you lose one. Combine this with earlier mentioned nerfs and price jacking youll see this being less abused. Also I dont want to make more camping spots than I have too.
As an anti-vehicle specialist I make sure the games I'm in stay infantry focused. This is part of that 'adapting' though in my cause you can say 'forced evolution'.
I agree with more cover hopefully map terrain generator will be giving the idea to do so.
As for the last bit, you should probably pay attention to eve lore a little bit considering eve players do write alot of it via actions they made. For example you're part of eve lore right now when you realize it or not empires throwing tonns of isk at this immortal soldier technology and we're all testing the crud out for them before they unleash us on the unsuspecting population. Having immortal soldiers appear out of nowhere wouldnt help eve lore a single bit. Dont worry soon enough it will be dust 514 getting its own lore added onto and enhanced by players and interaction with eve. |
Iron Wolf Saber
BetaMax.
2867
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Posted - 2012.08.12 03:42:00 -
[3] - Quote
Ill continue to play, just trying to help you understand some things and agreeing with your complaints on some points
Shields are capacitor based field emissions the onboard reactor can only charge that battery so much at a time but at least it can
Our armors are nanite forged in the first place the individual plates are so intricate that simply throwing a solid peice of metal over it and bolting it down won't work, patches have to be 'grown' in a semi organic fashion. Like I said armor is more capable of taking a beating overall vs shields which has a massive resistance hole to most energy based weapons. Also its assumed our armor has components in it as well, so those have to be repaired to keep the suit in order, so its not just fixing armor its fixing everything like the shield generator. (in eve this would be the hull instead)
Game play wise its to encourage teamwork and give the 'medic' a role in repairing other soldiers and vehicles and once again the balance cost of using armor vs using shields. Remote armor repairs are much more effective as are remote shield transfers because of weapons grade energy transfers being used instead
Pros for using armor Armor takes damage better, can stack HP points better, Cons for using armor, slows down the user significantly, recovers slowly if at all
Pros for shields - Self Heals, quick to recharge, recovers much faster Cons for shields - Very loud on sensors making it easy to spot, doesnt take damage as well as armor can
As for why its taking so long is the approval process from sony and QA, they are really trying to avoid shipping a patch out that blows up the ps3 for example. QA has a nice habbit in breaking the game in ways we can barely imagine. In eve they managed to send a nomrally immovable station flying faster than the speed of light when they started messing with mass effecting collisions which to this day is still not implimented because of it. However from talks with devs on IRC they are working thier best to fix this. Builds are averaging 1.5 months
As for the indicators thats something you could have specifically complained/left feedback about not being effective enough. I dont like how it indicates getting shot by friendlies for no damage (though I would like it when they turn FF on in null)
Increasing CPU and PG hurts not just logis but almost every suit possible that wants to try to armor tank (if it can) its one of those 'brute' force fixes a developer would like to avoid as it nerfs everything
As for the vehicles I can see them being much less of a problem next build in terms of numbers. Also options to counter vehicles are not all available yet. EMP, ECM, Ewar, Capacitor Drains, Tracking Disruptors a whole slew of more tools. Also Homing AV grenades are going to be deadly efficent against vehicles as those things hit a hell lot harder than a forge gun just getting them to work has always been an issue in current build as they go though the floor
Muraders where originally designed to destroy base defenses and take the counter fire from said defenses. It would not suprise me if they made alot of facilites much harder to kill soon. This is considered an infantry support role as some bases defenses should (but currently dont) tear folks up out in the open
I won't argue against the sound, but sound design imo needs improvment I oftenly confuse dropship and RDV noises with the music
As for speed they got modules for that and skill book :P
As for roof top restrictions I think it may complicate things in the future when we have bridges or multiple floor buildings you can have enitre tank battles inside of. Just right now I would rather put something to discourage getting on top of the comm towers like a radiation hazard. That way its tied into the envionrment and not to 'imaginary rules' or have it like collasp though the roof things
This is something we need to wait and watch for especially with the upcomming price increases. But its also why I love being AV. Tank Damaged +Tank destroyed +Kill +Kill +Kill but yes hopefully in the larger maps with more people there wouldnt be so many vehicles compound this with the cost and potential losses and people would be careful to deploy. I can lose a match but win the wallet war, In the newer prices I caused about 20,000,000 isk of damage once at the cost of 175,000 in one match Trust me the vehicles are getting oh so much more expensive and blowing them up will cost the enemeis so much more isk in losses
Next off Eve is inspired by reality but they NEVER use it for balancing, dust 514 should be the same way this is the future after all 15k years with two dark ages in another time where we have stars older than the universe (a long time complained about wtf?) for example missiles and rockets, rockets in eve are just dumb missiles they can still track targets just dont blow up smartly. The word I'm looking for is Reasonable. Why should shields be just as effective in stopping a bullet as armor? Shields can easily twist the bullet off optimal projectory preventing breaking though the shields and hitting hte armor, Armor would do much less to stop a microwarhead penetrator. Where as energy weapons destablize the capacitor so much the entire energy barrier fluxates. Where as armor sucks up that energy shot and vents it out as heat where approprate
As for the lore question we dont try to use 'lore' as an excuse balance in eve alot, but there is still the 'universe' setting to consider. One example would be oh say making a halo game, Lets make an RTS but instead of spartans warthogs and scorpion tanks we throw in knights with lances, wizards and orcs
Let me put it this way, random dust 514 player gets into dust 514 enjoys it, and wants to know more about eve online, he goes into eve online and expects several things, Such as gold plated amarrians using lasers, heavy armor and killing everything that gets in thier way of thier god |
Iron Wolf Saber
BetaMax.
2867
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Posted - 2012.08.12 04:19:00 -
[4] - Quote
Surtur Reaperson wrote:If they get their priorities straight and their **** together this might be saved.... might
Priority is to get all the launch slated features working first.
This includes but not just limited to.
Well polished gun play where guns and shooting is smooth enjoyable and comparable to any other shooter out there the area we're most FPSers are complaining about but not leaving the feedback desperately needed.
Imperfect Balance system where champion a defeats champion b who defeats champion c and under the right circumstances the order is reversable. All in all its to encourage people to contantly counter the new flavor of the week with one of othier own flavors of 'next' week.
Current example Vehicles at the start of E3 build where so numerous it wasnt funny. It quickly turned into alot of people dumping thier million SP points into Anti-vehicle efforts. Now you have dozesn of players with swarm launchers and forge guns to the point people are complainig about nerfing both of them. As the number of AV increases the response was strong high mobile Anti-infantry which is now the current trend growing and able to get to any AV quickly to deal with the threat to thier tank buddies.
Then finally Factional Warfare. The conquest lite system in which we will begin testing the foundations of next build as we leave battlemoon to begin testing in an expanded area of operation.
In the future there are many more plans in the first two three expansions and beyond
Factional Symetry which is where your shield and armor argument starts to lose as you need varainces in races between each of them for example amarrian assault suits will be slowest of all assault suits but hardest armor and hardest to kill likely. Where as the quick agile minmatar must use shield tank in order to maintain thier speeds as armor only slows them down. Having four suits in the same class with the same stats and slots isnt making each faction unique.
More guns such as the Caldari Gauss Rifle (caldari assault), More vehicles(MTAC, mechanized torso, articulated chassis), more suits (command and pilot suits), more skills, more planets(barren, ice, oceanic, gas, storm, plasma, magma) more ways to play the game outside of shooting (crafting, harvesting, sim-city basic managmeent of conquered territories, empire control, arenas). Then power to the players, giving them the reigns on determing dust 514s future. All these items you buy on the market will one day be sold you by a player, and thay may just **** you off to try to ruin his day by declaring war on him and blowing up his gun factory.
This game will really never ever leave beta state and to be honest just they will get to launch day and no more SP stats resets while they continue to increase the number of features in dust 514 exptentially.
Null sec warfare where players are given the tools to conquer thier own systems by themselves. They pay for thier warbarges, they pay for thier MCCs, they pay for thier wars, they pay for thier territories in blood isk and time.
NPC vs missions such as a horde mode against rogue drones a nasty robotic infestation in eve online going planetside. Possible future interations of other not so freindly factions such as Sansha nation, which are more akin with the borg.
Just bleh. there is alot but you're right we need to focus on game play and gun play, this is where FPSers opinions are needed.
Right now there just is a variety of suggestions being put in that is just not reasonable, hell we have a guy in features asking for magic... Other are asking for things like quick scoping and some very unreasonable requests that over caters to thier game play style in skeweing numbers to 100 to 4 krd per match.
Like you pointed out the hit indicator needs help, you can open a thread about that and get some very reasonable responses to that instead of "go back to COD" lines which I think you ran into one to many of. |
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