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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
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Posted - 2012.09.11 22:29:00 -
[1] - Quote
[IN BATTLE/GAMEPLAY]: -Ability to increase zoom in on sniper scopes for greater range.
-Increase player count in battles. Maps too big for so little players.
-Many actions that are beneficial to one's team aren't really rewarded. I will list some. Points should be awarded for destroying enemy equipment like drop uplinks and nanohives. Pilots need to get points for when people spawn on their vehicle's CRU; points are awarded for drop uplink spawns, I don't see why vehicle CRU spawns aren't included. Points need to be awarded for cancelling enemy hacks on objectives because right now its more beneficial for players to let the enemy complete the hack before taking it back, and this is at the detriment of the player's team; sure this could lead to boosting, but people can theoretically already boost with the current way things are with with hacking of all installations.
-When you join a battle, it should tell you the server name on top of the playerlist/scoreboard. Often when I joined a game through the "Instant Battle" matchmaking, I really liked the map and wondered what server this was on so I can find it again.
-The kills reported on the killfeed disappear too fast, so it makes it hard to know who and killed you. The name of your killer, as well as the weapon used should appear largely and centered on the screen for 2 seconds for you to see.
-Some sort of meter or counter that lets a squad leader know how close he is to being able to call in a strike.
-Points for kills and assists should be proportional to how much damage you did to the enemy. If you do 80% of the damage, you should get 80% of the possible points for the kills, even if you only got an assist. Likewise, if you only did 20% of the damage yet got the kill, you should only get 20% of the possible points for the kill.
-In Ambush, players should spawn randomly in a location where there is 1 or more teammates present, and where there are also no enemies in close proximity. Currently you can spawn right in front of an enemy, and its annoying.
-It would be better if all spawns not from a CRU or drop uplink involved being launched down from from up high (or the MCC in Skirmish games), and activating the inertial dampener; it would be far more exciting, and would make more sense then magically appearing on the battlefield.
-Using the map to set capture/defend/attack squad commands on lettered objectives is still impossible. This needs to be fixed because a clear line of sight to the objective isn't always available to use the command wheel.
-Allow reloading while running at 50% reloading speed to increase the fluidity of combat. It is physically possible with practice, it just takes longer; an immortal mercenary with thousands of lives worth of practice should definitely be able to do this. Many other FPS games have done so and show that it doesn't hurt gameplay (like BF3).
-More movement options like vaulting and sliding and rolling.
-Players should be able to summon the RDV to take back their vehicles if armor is still intact.
-Maps need more obstacles/cover, most of them feel too flat.
[CONTROLS]: -Aim down sight sensitivity is jerky, maybe the acceleration is too high. Custom ADS sensitivity options would be really useful. At least take a look at this, it's extremely difficult to move the dot a small distance, and it leads to totally going past the enemy I'm trying to aim at.
-If I throw a grenade and hold R1, I should automatically start shooting as soon as the animation finishes. That goes for all animations.
-check out this thread and its proposal regarding weapon switching. Switching weapons right now can be problematic and unresponsive.
[SOCIAL/COMMUNICATIONS]: -Ability to search characters (and add them as contacts, or mail them) by typing in the PSN ID of the user; this should also come with an option to hide one's PSN ID (and hide character from being found through a PSN ID search) for those who have spy accounts and need to maintain anonymity. This would be great for finding characters of PSN friends if you don't know their character names.
-A READY status for squad (party system) so squad leader can easily know if/when their squad members are ready to join a battle without having to constantly ask.
-Ability to search and request to join a persistent squad.
-How voice chat channels should work: Squad channel: squad members can only speak on here normally.
Team channel (or renamed squad leader channel): squad leaders get the option to use this channel to coordinate with each other. It is also important that squad leaders NOT in team channel can hear of other squad leaders that are in team channel. This is to keep squad leaders on the same page.
Command chat: commanders (coming SOON) can use this channel, and everyone hears the speaker, regardless of what channel he is in. If there is no commander in a game mode, then any squad leader can use it.
Vehicle chat: for mercs inside same vehicle.
-Seeing what games your contacts or in, and jump in their games.
-Squad members should be able to see a special symbol above their squad leader's head, and on the minimap to identify the location of their squad leader. This will greatly help with following your squad leader, and general squad cohesion.
-Show microphone symbols over the heads of friendlies when they are talking. Also show a microphone symbol on the side of the screen as well as the name of the person talking. This will make knowing who we're talking too much easier.
-Considering the importance of teamwork and communication for success in this game, voice chat should be on by default. Sure some players don't want to talk/hear, but they can mute, or turn off voice chat. Right now its confusing to new people who just expect their mic to work when they turn it on. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
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Posted - 2012.09.11 22:31:00 -
[2] - Quote
[OUT OF BATTLE FEATURES]: -The starter skill/item-pack or "class" system (arbiter, sentinel,and enforcer) is unfair to those who want to those who want to get a headstart with a logistics player because of a lack of option for starter logistics skills and equipment. There should be an option to just start with no skill books, and no items, but gives the player more ISK and SP equivalent to a starter class, and let the player pick his/her own starting skills and and buy our own starting equipment.
-Selling salvage
-Dropships are difficult to pilot + lack of BPOs = a lot of lost ISK and destroyed dropships just for practice. Better methods of training are needed. A virtual reality training mode would be awesome for practice.
-Filters for the Battlefinder server browser. Options to sort through them by region, game mode, number of players, map, and battle level (beginner, intermediate, veteran).
-Switching characters should be doable from the merc quarters.
-Instant Battle should NEVER tell me a server is full. It should keep looking until it finds one.
-At the end of every battle, there should be a "net ISK gained" count that is obtained from subtracting how much ISK-worth of items lost from how much ISK was earned in the battle. To prevent complications related to the player driven market (which could cause prices of an item to fluctuate a lot), the ISK lost will be based on the price the player payed for the items regardless of current market value.
[DEATH/REVIVES/RESPAWN]: -Confirmation that the player pressed square to call medic when downed, like a voice calling for help. This currently isn't much of a problem, but feedback to the player is needed to let them know that he feature works. Perhaps a bleedout timer should appear.
-The hitbox on downed teammates is way too small for the nanite injector, and makes it annoyingly tricky to position one's self correctly next to a downed player to revive them, Often times when I stand right on top of a downed teammate, I still can't see the option to revive them because of this issue.
-ACCEPT/DENY options options when being revived, in which you have 5 seconds to stay on the ground before choosing to accept or to deny the revive.
-Tabs in the fit selection screen, and the ability to organize out fits into which tabs we want. Currently it can be very time consuming to select the right fit when we have a lot.
-Restock from fitting selection screen.
-Allow us to check the player list, and see the team scores while at deployment location screen.
[ITEMS]: -Very cheap militia LAVs and Dropships with no turrets. A cheap dropship with no turrets would really be great for cheap squad transport, but wouldn't be "overpowered" flying death machines since they won't have turrets; they would also be great cheap ways to practice. I ask for a very cheap turretless LAV because in case BPO ones get removed.
-More variants of existing weapons. Would provide more gameplay options and variety. I especially want the weaker "sniper" rifle optimized for mid/close range combat.
[AESTHETIC]: -Because each dropsuit type is manufactured by different corporations from different races, they should therefore have varying HUD graphics and coloring when it comes to their health meter, stamina meter, ammo meter, and minimap. This would really add a sense of variety which would keep the game from getting stale visually.
-More various and brighter colors are needed. The game still looks kind of boring. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
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Posted - 2012.09.11 22:38:00 -
[3] - Quote
People are likely to hate this but...
JETPACKS: Jetpacks can be balanced, can be useful, and are inherently fun.
[HOW THEY SHOULD WORK] Jepacks could be equiped on equipment slots: They would be small enough not to have be be delivered by RDV's, the lack of waiting for delivery would make it very handy to have, and not restrict the use of other vehicles by adding to the vehicle limit.
Jetpacks should take 5 or 6 seconds to activate: this will prevent people from using them to cower out of gun battles.
Guns cannot be used while jetpack is active: This will keep them from being overpowered.
There should be high CPU/PG costs: This will prevent everyone from overusing it.
Jetpacks should have very limited climb: This will prevent people from being able to fly up high on top of towers to camp.
Jetpacks flight should be limited by regenerating power system similar to infantry stamina (maybe 15-20 seconds of continuous flight): This will prevent people from being in the air for too long.
Players with active jetpacks should be susceptible to swarm launcher lock-on and fire.
[USEFULNESS] Jetpacks would be very useful for logistics suits, especially for flying past enemies to plant drop uplinks for his team to spawn, or flying to downed players to revive. Jetpacks shouldn't be too fast so others can still shoot them effectively as they shoot running players; this will keep them for being abused as quick escapes.
Jetpacks would be considerably useful for scouts to get on to of buildings to spot and call out enemy locations for their team, and provide covering fire.
Jetpacks would be useful for general travel on large battlefields if a player needs to travel alone in which extra seats aren't needed. Some might think lone travelers imply lack of teamwork, or lone-wolves, but travelling alone can be useful for the team if the player is acting as a distraction, or sneaking behind enemies to hunt them down (which prevents them from getting to objectives), or to call out their positions.
* Jetpacks don't have to look or even fly like anything like conventional jetpacks. It could even look like a more vertical version of the inertia dampener animation with a different color effect or something.
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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.09.11 22:45:00 -
[4] - Quote
PVE AGAINST NATIVE LIFE: I know we are getting PVE against rogue drones, but there is another option for PVE missions as well. We know there are aliens in New Eden, and fighting native life on planets; extraterrestrial encounters is one of the greatest and most exciting aspects in the genre of space scifi. I am not asking for little green men, humanoids, or anything with human-like intelligence, but just animals adapted to their environments. Imagine fighting insect-like animals the size of of an elephant, or creatures similar to dinosaurs.
[HOW/WHY]: You're hired to secure a location, or objective on a planet that happens to have life evolved on it. The mission site is full of hostile and predatory wildlife that you must fend off until the mission is complete. This is pretty simple, but it would offer a much greater variety of PVE enemies besides drones, and this would just be really cool.
inb4 no other life forms on EVE http://wiki.eveonline.com/en/wiki/Flora_and_fauna_(NPCs) http://community.eveonline.com/background/potw/default.asp?cid=may03 http://community.eveonline.com/background/potw/default.asp?cid=jan04 http://community.eveonline.com/background/potw/default.asp?cid=apr03 http://community.eveonline.com/background/potw/default.asp?cid=jun01 http://wiki.eveonline.com/en/wiki/Achuran_songbird http://wiki.eveonline.com/en/wiki/Colelian_Spider_Spruce http://wiki.eveonline.com/en/wiki/Dorga_Roes http://wiki.eveonline.com/en/wiki/Nidupadian_Yorak_Eggs |
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