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Ryan Mauler
Codex Troopers
12
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Posted - 2012.09.07 06:36:00 -
[1] - Quote
Alright! Finally got into the closed beta. I was real excited to start playing Dust, but you can tell that its still in closed beta. There are a few things, that everybody knows, need to be fixed, but I don't think anyone is really wanting to voice their opinions. If I had the power to create a Forum Poll, I would, but It doesn't look like thats going to happen, so you guys are going to have to voice your opinions in this discussion. Don't be shy about it either! They made this Closed beta forum so we could tell them what they should fix to make this game a hit. So here it comes. If you have anything to add, or anything you think should change, please let me know, but most especially, if you agree with anything, TELL THE WORLD! Post it like there is no tomorrow, because thats the only way you get results. Here it goes!
1. More than an FPS, a Team based FPS: - Today, if someone wanted a simple "run around and shoot people" they would get one on their mobile device. If they wanted a slightly more complicated "capture the flag/zone" kind of game, they would get a cheap PS3 game with a good sized community. Those fields of games are taken. We don't want another game like those, we already have at least 3! What we want is something new! Heavy team focus is that something new. I played Dust, and then I read the guide, and I came across a section on "Squad Management". This was surprising because it was a good step in the right direction, but what was more surprising was that it was so oversimplified and underappreciated. Here are my suggestions for implimenting Team and Leadership into the game. First, we need more than squad leaders. We need at least 2, if not 3 teirs of battlefield leadership. I suggest (from smallest to largest) squad, batallion, regiment. 4 players in a squad, with 2 batallions (3 squads per batallion), and the entire regiment (both batallions) consisting of all 24 players on a team, each teir with its own leader, ordering the leaders below them, or the squads individually to carry out specialized strategic objectives. Now, that said, there needs to be more to a leader than just being strategically smart. Each leader should have its own boosters. Either purchased, or passive, or even both, it doesn't matter. You could have passive repair when a leader is in a vehicle, faster movement within a certain radius of a leader, being able to call in a precision strike for vehicles/mortor strike for snipers, or faster reload. The possibilities are endless! You could split squads into mixed groups (logistic, assault, scout, and heavy all in one) or you could have specialized squads (e.g. An all Logistics Squad). The contract owner or the Regiment leader should probably have a say in that. Also, you should apply for leadership positions in the deployment stage, or have theh contract owner appoint certain players to certain roles.
2. Objective Based Gameplay: - Once again, people nowadays don't want a "run around and shoot whoever you can" kind of game, especially a game linked to the greates MMO of all time! What you want is something that is not only determined by an individual players witt and experience, but by a leaders strategic insight and prowess! Objectives are the way to go. Regiment leaders tell Batallion A that they need to take the 1st quadrent of the map (side note: steps to making leadership more organized and manageable, like splitting the map into quadrent or sections, is a good idea too) and that they need to hold the outpost there. The Batallion A leader tells his sniper squad to take sniping positions on the hill, and his assault squad to take the forward position with aerial support, and directly after that is accomplished (being able to queue orders would also be very useful) the logistics team is to move in and construct a bunker and surrounding turrets (Look at "Changing the Battlefield" below). That is what a player wants to do. He wants to move with his team in an organized fashion and take control of the field with strategy. Now there is a fine line between a leaders objectives and a glorified online campaign mode, where you don't have a choice but to keep rolling with the punches. That is why players should not be required to go to objective locations, but should be rewarded for doing them. Perhaps a pool of ISK is set apart by the contract owner, and for every objective you fulfill, you get objective points for that match. Then the objective points of all players become percentages of that pool, so the more fulfilled objectives, the more bonus cash! Also a bonus XP should be given for fulfilling objectives.
3. Changing the Battlefield: - One way to make sure players don't get bored with the game is to make it new everytime they play it. Dust has applied this by having a huge universe to battle in and randomized map generators that make it a new experience even when you play on the same planet. Another way to make sure NOBODY gets bored is to be able to take that random, never before played map, and customize it. Being able to construct turrets in key locations, mortor launchers (to be used by the guns pilot, or a leader) in secure areas, and bunkers on the frontlines, can make every game much more fast paced and it would provide another great opportunity for leadership, whether on offensive or defensive. Ordering squads to put up a supply cache, or ordering them to tear or even capture a bunker would make the game incredible beyond beliefe, and yet fulfilling to the giant sandbox it was born from.
4. Knit Picky Things: [*] These are some small details that we would all love to see put into place. First, more buildings in the environment. We are theoretically thousands of years ahead of earths time, and yet we are still fighting in open hilly spaces? No, I don't think so.
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Ryan Mauler
Codex Troopers
12
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Posted - 2012.09.07 06:44:00 -
[2] - Quote
(Post Continued)
There has to be a place for scouts to escape the bloodbath of tanks down below. They have to be able to climb the ladder, walk up the stairs, and perch at the crows nest so they can get some real sniper action! We need buildings in the environment, not just rural open spaces. Another thing is we need to be able to go in the crawl position. You aren't a real sniper if you are simply crouching. You are too big a target! Next is smoke grenades? I like those... Just a thought ;)
Anyway, thats all I can think of right now! Sorry that was a lot of reading, good job for making it through it! If you have anything to add or anything you don't like, post it, and more especially IF THERE IS SOMETHING YOU LIKE, YOU SHOULD POST ABOUT IT! I hope I made that clear enough. This is still a closed beta that means the game has room for change, and if we don't tell them the change we want (which is the reason they made this forum) then we won't get any change.
Be Heard!! |
Ryan Mauler
Codex Troopers
12
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Posted - 2012.09.07 23:08:00 -
[3] - Quote
Jaw Cloud wrote:How many matches did you play before you came to your conclusion?
A couple, and they were really slow paced (especially compared to titles like CoD, Warhawk, Starhawk, or MAG) and it was pretty boring actually.
Xiree wrote:tl;dr / too long; didn't read
I think a lot of things are well in place. The game is very expansive and we are only seeing a beta. Two game modes, that are not even a part of the essential eve universe yet.
Take a look at the Star chart that the game has in it. You will notice you can actually look at every planet individually. We have not even seen half of what the game has to offer.
Half of your topics are not clear. You should refine the essential point in the first sentence. Other than that the post you explain is appearing to be a trolling topic, having no essential point, nor does it have any conclusion. Just broad criticism... I think your post needs to be in general discussion, not feedback or suggestions. You have no real feedback or suggestion in your topic. Just an opinion and that opinion not even refrains into the game.
Cheers!
I definately agree with your first comment. The game has many great aspects, but I don't think waiting around for the rest of the beta to roll around is going to improve the game without request posts.
In response to your second comment, yes there are many maps, but it is not the quantity I'm asking for, it is the details of every map, and I am basing my suggestions on the maps that are out right now.
To your third comment, if it was too long and you didn't read it, how do you know my topics were unclear? ;) And besides, if you had any questions about the clarity of the post, you could have just as easily asked instead of criticised. I worked for a while on this post! I'm not trolling, btw, if you would've read it you could've figured that one out. And I don't have any "real" feedback/suggestion? I'm confused, because every point I made was a suggestions, though it was my opinion as well. And you said, "Just an opinion and that opinion not even refrains into the game." I don't know what you meant on that. Maybe look up the word "refrains"... I don't think it means what you think it means ;). But I think my posts were relavent.
Jaw Cloud wrote:Yeah I just feel like your very misinformed about a lot of aspects in dust that arnt in the game yet. I couldn't agree with you more. What aspects are you talking about though? If they aren't in the game, where do I go to get informed about them?
KiLSKi wrote:I've played about 8 games so far, but coming from an organised tactical unit on BF3 I feel completely lost. I'm the only one of us that got an invite to the beta thus far but still I can't find a single person with a mic, and when a position gets swarmed I see units either running in a desperate panic or charging in headlong. I just feel like so far this game is little more than chaos on a dead grey back drop. Another concern I have so far is that team balancing got overlooked. The last game I played saw 2-5 tanks at any given time on just one team while the other team scrambled around attempting to focus fire without cooridination. Of course the team without tanks lost quickly as the tanks that were up were heavily shielded and most the launchers available would barely scratch the shields on them. This led to a very boring turkey shoot in a very one sided match. Dust doesn't need its own version of the Drake.
On a positive note I saw the personal shields and my first thought was about how many rounds I would need to stack on a target in order to kill it, but was pleasently surprised when enemies didn't have to be pried out of shields and armor with the jaws of life.
This is a good start overall but I hope to see ALOT of improvements to both game play and settings, the chaos on the dead rock thing wears out pretty quick.
I totally agree. It isn't organized enough. It is currently a game where you call down vehicles and mindlessly shoot around on an unexciting landscape without any baricades or damaged buildings, or at least that is what the game screamed at me when I first picked it up. It didn't put much of an emphasis on squad leadership, or changing (or even having) a "battlefield" environment. Not trying to bash the game, because I know its going to get better after the beta, but the beta is definately in its adolescents. |
Ryan Mauler
Codex Troopers
12
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Posted - 2012.09.07 23:23:00 -
[4] - Quote
I don't know if they are really related. They both have to do with the battlefield, but #3 has to do with being able to call down structures (turrets, mortors, bunkers, etc.) for your team, and #4 has to do with having a less open map. I agree with you completely though, and I am glad that they have that planned! Where did you find that out btw? |
Ryan Mauler
Codex Troopers
12
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Posted - 2012.09.08 00:11:00 -
[5] - Quote
Another cool feature I would like to see in dust iw weapon customiztion. If you could add suppressors to your assault rifle, or a foregrib for decreased barrel wander, or a bipod for sniper stability. There are a lot of options, and it can definately give you an edge depending on your preferences and loadout. |
Ryan Mauler
Codex Troopers
12
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Posted - 2012.09.08 18:54:00 -
[6] - Quote
Yeah, I watched a couple vids before I got the beta, but none of them mentioned anything like this. I still think a lot of these requests and suggestions are valid though. |
Ryan Mauler
Codex Troopers
12
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Posted - 2012.09.09 04:15:00 -
[7] - Quote
Ah Ha! I found out why my first game experience on Dust was so worthless. I was playing the quickplay mode "battle moons" or whatever, so the gameplay was very unfulfilling, and I guess for a good reason. I did a lot more research on what is going to be in Dust, and I still have a few suggestions.
I love the idea of having squad leaders on the ground and contract holders in the sky. That way its a fast paced, objective based gameplay on the ground with an RTS (with reliance on human "units") In the sky, but I don't like the fact that some guy in the sky is making the calls with this "RTS" for our units. I think he should help manage resources for the battle, like airstrikes, tank/turret drops, or maybe even evac assistance (another suggestion I think would be useful on the squad leve), but since they aren't on the ground fighting, they shouldn't make the calls. An officer on the field, should be the one organizing his troops. Maybe only 2 teirs of leadership are required for something like this (Squad leaders who can set objectives, and an officer in charge telling the entire batallion what to do). I don't know a whole ton about squad organiztion in the game, but I hope that its a "apply for leadership role" kind of thing, and every player is required to be a part of a squad. Also, I hope there are great insentives to stay with your squad, and great abilities that squad leaders can use, in addition to airstikes. Like having a mortor launcher called down ontop of an installation, and being able to call precision strikes and barrages. Also passive skills for the squad leader and all squadmates within his vicinity would be a great insenctive. Again, I don't know a whole ton about the squad organization, but if these things aren't in place (which I am sure many of them have been implimented) I highly suggest that they become part of Dust. Also, is the commander aboard the MCC a dust player or an eve player? If he's a dust player, nix the thing I said about implimenting that. I still think there should be at least 2 teirs of leadership on the field though. I think it would add a great effect to the game. |
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