Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
J'Jor Da'Wg
KILL-EM-QUICK RISE of LEGION
648
|
Posted - 2012.09.03 04:25:00 -
[1] - Quote
First off:
This is going to be a no holds barred thread. If it sucks, I will loudly proclaim it sucks. If it is good, I will say it is.
That said, I have been slowly accumulating my thoughts on DUST 514 for several weeks. Here goes:
1. Graphics and UI
To start off with the most readily visible feature of a game, the graphics and UI.
- Menus in general take a while to load. - Interface is rather confusing when you are not used to it. Could use a once over for simplicity and ease of use. - Menus need to be streamlined and interconnected. If I want to buy a certain SMG, I should be able to quickly jump to the related skills, train them, and jump back to the Market and buy it. - Minimap: Needs to be redone to show terrain and redline as well as structures. Currently the minimap is of little help as it is hard to judge distance and surroundings. A red dot might appear that seems right next to me but is a ridgeline over. It would be of more help to be a 3D map, much like MAG's minimap. - Reload doesn't seem to be related to actual length of reload but amount of clips left. It should be a full reload sequence on the UI, instead of simply filling in the remaining shots. - SMG's ADS is very poor. I use SMG's most often and the sight is not only horrible for aiming, it often is opaque from ambient light. Also, the hit markers and force feedback need reworked so I get a better sense of how many shots are hitting. If I hit once out of 30 bullets, it gives me the same feedback of 30 out of 30 bullets would give me. I believe this applies to all other weapons as well. - Weapons could use more of a visual "bullet trail" so I can see where my shots are going, especially on the SMG. - Reticle needs sharpened and made smaller. Currently the reticle on a scope is bigger than the hitbox on most far away enemies. - Graphics could use a general sharpening. The game is kind of blurry at it's current state. - Draw Distance: Spotty. Once second I can see an enemy the next second he disappears. I would rather he was a tiny dot than a detailed model, just so I can see him at that far distance. - Fitting screen has a lot of lag to load my fittings. - Cannot view player list while spawning. - Button layout for menus is not standardized layout of PS3. Needs reworked so it is the same as most other menus or games on the PS3. - Using Instant Battle blocks me from using Text Chat on the right side of my screen, Local, Squad, or Custom Chats while I am searching for a game. - Enemies firing openly nearby do not appear on minimap sometimes... Wth? - Different variations of weapons could use different skins/models and textures. It would give the game more of a sense of customization. - Notifications for War Points, restocking ammo, and objectives could use more differentiation. It is a common misconception that standing in a nanohive gives you points.
2. Basic Gameplay - FPS Mechanics
- In general it feels lacking. Kills don't seem as satisfying as in other games. Deaths are often frusturating and not entirely logical. - Hit Detection is still off. Needs major work. - Turn Speed Caps and such are annoying. General Turn speed needs buffed, ADS turn speed does not. Possibly giving us seperate turn speed sliders for ADS and general turning would be welcome. - Weapons kind of need more "oomph" to them. Sometimes they feel rather worthless. The game needs more of a sense of "weight". DS3 force feedback is a good angle to look into for this. - More general Infantry versus Infantry weapons are needed. The Assault Rifle and SMG are the only really viable weapons for Infantry v Infantry. Hopefully Laser Rifles will be Anti Infantry. In general, more types of weapons, including new AR's, SMG's or an LMG style weapon would be welcome - Movement speed could use a buff. While I advocated against it for the E3 build, I have concluded it was better gameplay wise in a game that has high health/low damage to have movement as a major factor in gunplay. - Taking tips from other Sony first party studios in Sony on how to improve gunplay is a good idea. Fools do not ask for advice. Don't be a fool. There is nothing shameful in asking for help to make the best game you can. - Controls in general need to be tighter and more becoming to the twitch reactions an FPS demand. This combined with Faster movement would help DUST really shine. - HIT DETECTION. Seriously, fix this before anything else. Its really the most important thing. If my bullets aren't landing, then the game is not going to be fun to play. - Recoil > RBS. Random Bullet spread is annoying. I would rather see how my gun is riding like a bucking bronco than my bullets spray randomly that I can't compensate for. - Real Player Skill should > SP. No matter what, if a player is simply better than their opponent, SP should do little for the opponent. A newb should be able to beat a veteran even if the SP difference is enormous without much more effort. SP should NOT apply to gun stats such as DPS. Only modules should change stats such as that. SP should primarily be focused on Certification to operate a particular weapon, and personal skills such as reload time, recoil management, weapon swaps, and ADS steadiness. SP should not make a player harder to kill, or make it easier to kill a player.
I am not the best at expressing specific mechanics that make a FPS game shine. I will leave that to brighter minds, but these are the issues I see right now. DUST needs some heavy TLC on its basic gameplay. |
J'Jor Da'Wg
KILL-EM-QUICK RISE of LEGION
648
|
Posted - 2012.09.03 04:25:00 -
[2] - Quote
3. Weapons and Equipment
- Assault Rifle is the go to for medium-to-close range warfare. As stated above, a viable competitor would be welcome. Even if it is a Tactical AR reskinned and renamed. At least make it FEEL different. - I do not like the AR sight that much. - SMGs are kind of like a rubber hose spraying bullets that you just kind of hope land. Partially could be fixed by hit detection, but in general fixing other issues such as graphics and hit detection could assist in this. The SMG feels weak but still gets kills... something is not right there. - Shotgun + Hit Detection = Hit or miss. Sometimes the shotguns are incredibly OP, the next second they are laughable. - Different models for the shotgun would be welcome. Personally I do not like the wierd shield on the side of the shotgun... but that is personal preference. As ever, variation is appreciated. - I hope the Laser Rifle is the Assault Rifle in the E3 trailer, and competes with the AR. - AV is completely useless with the HAV buff and AV nerf. - Forge gun range cap is stupid. - Swarm Launcher needs redone in general so that if you get HIT by the swarms, you will die, but not enough to bring back the Replication Swarm Spam. - Mass Driver: Not much experience personally on this, but in general people say it needs looked at. - Grenedes could use a look see too. I think the angle for throw needs turned down, and the distance thrown turned up. - Repair Tool needs more of a visual indicator on the repairee and repairer they are getting repaired. - Modules in general could use a big buff at least infantry wise. Currently a 3% damage bonus modifier is negligible. A shield extender is much more useful in every regard. By giving a weapons damage modifier a 15% bonus would make them usuable. This would have to be paired with removal of damage bonuses from skills to be balanced. Also, CP/PG stats and ISK cost as well as balance with other modules would have to be considered. Making choice of modules matter more is a good idea, making them so different is the base of tradeoffs. Risk vs. reward. If you choose the damage mod, you are losing an extra 15% shield potential... - Scrambler pistol is just kind of useless compared to the SMG. A new type of pistol would be welcome that is semi auto, but somewhere in between the scrambler and SMG in damage, fire rate, clip size, etc.
4. Vehicles
- lolHAV - No, but in all seriousness, HAV needs nerfed, and AV needs buffed. - Getting rid of weapons capacity for other modules: I believe that there needs to be the possibility of an HAV without a main turret. For example: a EWAR HAV. The turret would instead be a sensor complex. The effectiveness of a major module would be much greater than simply adding on EWAR capabilities to a regular HAV. Same with command/communications, repairs, and such. I think it would be cool to have a repair HAV, with a giant repair gun turret instead of a Railgun or such. - LAVs are really touchy and need their physics reworked. They need to be weightier. - Dropships: No comment personally because they are too expensive for me to test. - I think that Militia BPO vehicles have a place in DUST. Yes, people complain about dropship spam and such. But by making these vehicles extremely fragile and largely useless fitting wise is a smart choice. It would allow me to test dropships and HAV and LAV without having to risk tons of ISK. Essentially changing militia vehicles to BPO would turn them into a training vehicle. Allowing to dip your toes in the water and train driving skills before you jump in the deep end. Once again, they would be largely useless other than to learn how to drive them. - This has been suggested before, but an APC kind of vehicle would be welcome as a platform for troop transport and protection when the air is not safe. - Fighters (when added) need to be VTOL, but in flight they need to be forward thrust aircraft like modern fighters. Much like Warhawk, only without the ridiculous aspect of instant changing to VTOL and combat capabilities in VTOL. - I look forward to MTACs, but I am wary of these simply because of the changes in balance and the OP possibility. Needs to be carefully balanced. - I belive a dev stated a while back somewhere that 8 types of vehicles are planned. Currently we have only 3, and we know of two more. What are the others? |
J'Jor Da'Wg
KILL-EM-QUICK RISE of LEGION
648
|
Posted - 2012.09.03 04:25:00 -
[3] - Quote
5. Dropsuits
- I look forward to Command and Pilot dropsuits. - Dropsuits could use more specific bonuses to certain attributes. - I also look forward to complete racial symmetry between dropsuits. Bring on the Amaar Assault! - Tiers of dropsuits could use more visual differentiation to aid in identification. I made another post about this topic, so I will not iterate at length on this.
6. In-Game
- Skirmish could use the return of 2 staged objectives. - Assault could use a single neutral objective to focus the fight in the game around. - Conquest: I am sure everyone would like to hear more about this mode. - Player Counts could use a boost. I would like 64 vs 64 games. Honestly as a cap I would be satisified with that. But at the very least, bring the 32 versus 32 game modes. - Spawning: Spawning needs a complete rework. I would prefer you spawn in a physical asset such as the CRU. Then, once spawned, you select a spot in a ring outside the bunker to spawn. You could view the surroundings in 3rd person while inside of the CRU. MAG had a good method for spawning. Honestly a complete copy/paste of MAG's system of bunker spawning would be welcome for DUST. - Non-hacking objectives would be welcome, like planting charges and destroying something.
7. Corporations
- Player corporations, even if it was a simple list with officers and simple members distinguished, are extremely wanted. A way for a clan/corp to deploy as an entire team is wanted very badly by almost every corporation I talk to. - Simply adding corp vs corp battles would increase replayability humoungously. Allowing us to set up our own competitive battles would draw many people in. The competitive community aspect of the game is huge. - The sooner this is implemented the better.
8. Customization:
- Others have posted Ideas about weapon customization with different attachments and scopes. In general this would be a preferable system to giving us 10,000 variants of one weapon. I am not gonna repost their entire ideas, as they are more carefully worded and thought out. I support this though.
9. Bugs
- Invalid Fitting; NEEDS FIXED. TOP PRIORITY. - Hardlock / Freezing: NEEDS FIXED. TOP PRIORITY. - Disconnects / Connection Lost: Needs fixed. Medium Priority. - Eternal Loading Screen: Needs fixed. Medium Priority. - Hit Detection: Needs fixed. High priority. - Squad Deploys Partially/ Incompletely: Needs Fixed. Medium Priority. - Instant Battle Stuck: Needs fixed. - Reserved for other bugs as I find them.
10. ETC
- Reserved for other thoughts as I have them.
I Hope this helps devs. I have thought for a while on this. Please feel free to give your own thoughts, additions, bash it, insult my mother, ask for other changes... Thanks!
NO TL;DR lol |
J'Jor Da'Wg
KILL-EM-QUICK RISE of LEGION
648
|
Posted - 2012.09.03 04:38:00 -
[4] - Quote
New Addition I forgot.
11. Controls
- Need completely redone. Controls for infantry and vehicles are clunky. - LAVs need regular driving controls standard to other FPS's. - I think that the "Circular Wheel of Selection" is clunky and selecting gear could be better done. Once again MAG had a nice method of weapon selection. - Other posts have been done on this but I feel the controls just need to be taken back to the drawing board. |
Fivetimes Infinity
Immobile Infantry
1086
|
Posted - 2012.09.03 04:46:00 -
[5] - Quote
Cool posts. Agree with some, disagree with some, but it's good that you took the time to write about it. |
J'Jor Da'Wg
KILL-EM-QUICK RISE of LEGION
648
|
Posted - 2012.09.03 04:49:00 -
[6] - Quote
Fivetimes Infinity wrote:Cool posts. Agree with some, disagree with some, but it's good that you took the time to write about it.
Thanks for reading through it all. :D |
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |