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ScholarHim
0
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Posted - 2012.09.07 22:35:00 -
[1] - Quote
It seems like the game is far too liberal with tagging enemies. More than 90% of my kills is just looking for glowing arrows to shoot. I can even see them through walls and mountains. I think the game should tone it down quite a bit. Perhaps only tagging enemies if you scope in on them, or if your cross-hairs turn orange by targeting them. I see no reason for the game to tag everything on your screen for everyone to see. The maps are far too small for such a thing.
When your driving, you don't know the info on every car around you, just the one your focusing on. I believe the game should be similar in that aspect.
I really don't want to play a game that tells me almost everything I should be doing; that is far too boring. I prefer figuring it out for myself. I realize that there are skills that decrease your tagged time. However, you are still tagged too easily to begin with. My proposal is to make it more difficult to tag enemies, not decrease the time they are tagged.
Thanks. |
Khabarakh Khimbar
Osmon Surveillance Caldari State
32
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Posted - 2012.09.07 23:00:00 -
[2] - Quote
Two quick points:
1. Computers. Technology is significantly more advanced in Dust than what we're used to in reality. Immerse yourself in the fantasy. Assume that computers are augmenting your senses and leave it at that.
2. Skills. Most players right now don't have high SP values. I primarily snipe, and I can tell pretty quickly if a player has leveled their scan radius reducing skill (who's name eludes me) as they vanish almost immediately as soon as they leave view. Advantage: them.
If you treat the HUD less as "a game that tells me almost everything I should be doing" and more as an elegant presenter of tactical choices, the game becomes much more interesting. |
ScholarHim
0
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Posted - 2012.09.07 23:08:00 -
[3] - Quote
I'm surprised you didn't tell me to put black tape over my mini-map. My proposal is to make the game more of a challenge for everyone. That's how you keep people playing, and paying. I personally don't think that knowing everything that is going on in the map while staring at a wall is a good thing for a shooter. |
Nova Knife
Seituoda Taskforce Command Caldari State
789
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Posted - 2012.09.07 23:10:00 -
[4] - Quote
Made a thread on exactly this the other day, slightly more detailed.
Link here.
Essentially it highlights why it's too easy to know precisely where people are and why that's a bad thing.
Going to carry over a point from that thread to this one : The futuretech excuse is bullshit. Gameplay defines story/lore, not the other way around. Unfun gameplay is bad, and story elements supporting unfun gameplay can easily be retconned to support better, more fun gameplay.
The current system removes effort and skill from the equation You don't need to make any effort to locate the guy shooting you, as long as you or anyone on your team is looking in his general direction no matter how far away he is. Free intel is bad intel. |
Pezz IsDank
Pink Fluffy Bounty Hunterz RISE of LEGION
171
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Posted - 2012.09.07 23:27:00 -
[5] - Quote
Nova Knife wrote:Made a thread on exactly this the other day, slightly more detailed. Link here.Essentially it highlights why it's too easy to know precisely where people are and why that's a bad thing. Going to carry over a point from that thread to this one : The futuretech excuse is bullshit. Gameplay defines story/lore, not the other way around. Unfun gameplay is bad, and story elements supporting unfun gameplay can easily be retconned to support better, more fun gameplay. The current system removes effort and skill from the equation You don't need to make any effort to locate the guy shooting you, as long as you or anyone on your team is looking in his general direction no matter how far away he is. Free intel is bad intel.
I agree heavily. This has been annoying me for a few builds now, I get a lot of my kills by knowing where they are on the radar before I even see them. It's BS, even though it's helping me farm kills. FPS games should rely more on observation with the eye, not a radar and red triangles. |
amarrian victorian
Royal Uhlans Amarr Empire
52
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Posted - 2012.09.08 01:44:00 -
[6] - Quote
the way they do it is fine but they need to have ways to avoid it better, someone in a heavy suit or vehicle should have to worry more then a scout for example. in eve this would be signature radius. in dust certain things should remove you from all but high powered/focused radar, crouching behind cover for example.
there should also be deployable radar jammers ( not like call them in, something like nano hives that effect a much larger area |
Song Soulfire
Circle of Huskarl Minmatar Republic
44
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Posted - 2012.09.08 03:33:00 -
[7] - Quote
even my heavy has two points in drop suit command.
you don't like getting spotted, spend the SP
ECM/ECCM will help somewhat as well i'd guess, but we may also get the slightly complicated ladar, radar and magnetic targeting systems yet as well, making it harder to jam all targeting systems ... i'd guess that gravimetric while planet side would be pushing the bounds though.
fyi: the different factions (amarr, minmatar, gallente, caldari) each prefer different targeting systems, such that their ships generally only use that type of targeting/scanning, going up against a specific faction means hardening ECM/ECCM for that type of set up.
when it hits we may see commander dropped field scanner ECM/ECCM installations, or equipment slot toss-able hardware like a remote scanning device similar to a nanohive.
you want to snipe unhindered, you drop a scan jammer, then enemies will actually need to scope you or fall on top of you perhaps.
etc.
there will also no doubt be ECM/ECCM LAV, HAV and flying ECM/ECCM platforms.
>.< all imho |
Comrade Lewis
0
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Posted - 2012.09.08 07:15:00 -
[8] - Quote
Read it again. I don't like how easy it is for me to spot enemies. |
Toby Jenkins
Zumari Force Projection Caldari State
0
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Posted - 2012.09.08 09:15:00 -
[9] - Quote
making the game more of a challenge...keep ppl playing and paying. first off, not everyone is as skilled a player as the next. would they rather favor the ones like you that get bored to easy? or the ones who can actually enjoy the game without it being too difficult. to be honest, i dont know about you but, i dont like when someone can sneak up to you undetected, its nice to have some heads up. ooh imagine that HuD stands for Heads up Display. or Radar.
and besides i agree with this. it is based in the future, why wouldnt you want have your senses augmented in such a way to keep you alive?
Khabarakh Khimbar wrote:Two quick points:
1. Computers. Technology is significantly more advanced in Dust than what we're used to in reality. Immerse yourself in the fantasy. Assume that computers are augmenting your senses and leave it at that.
2. Skills. Most players right now don't have high SP values. I primarily snipe, and I can tell pretty quickly if a player has leveled their scan radius reducing skill (who's name eludes me) as they vanish almost immediately as soon as they leave view. Advantage: them.
If you treat the HUD less as "a game that tells me almost everything I should be doing" and more as an elegant presenter of tactical choices, the game becomes much more interesting. |
Autarch Reaver
Zumari Force Projection Caldari State
9
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Posted - 2012.09.08 17:59:00 -
[10] - Quote
Toby Jenkins wrote:making the game more of a challenge...keep ppl playing and paying. first off, not everyone is as skilled a player as the next. would they rather favor the ones like you that get bored to easy? or the ones who can actually enjoy the game without it being too difficult. to be honest, i dont know about you but, i dont like when someone can sneak up to you undetected, its nice to have some heads up. ooh imagine that HuD stands for Heads up Display. or Radar. and besides i agree with this. it is based in the future, why wouldnt you want have your senses augmented in such a way to keep you alive? Khabarakh Khimbar wrote:Two quick points:
1. Computers. Technology is significantly more advanced in Dust than what we're used to in reality. Immerse yourself in the fantasy. Assume that computers are augmenting your senses and leave it at that.
2. Skills. Most players right now don't have high SP values. I primarily snipe, and I can tell pretty quickly if a player has leveled their scan radius reducing skill (who's name eludes me) as they vanish almost immediately as soon as they leave view. Advantage: them.
If you treat the HUD less as "a game that tells me almost everything I should be doing" and more as an elegant presenter of tactical choices, the game becomes much more interesting.
I sneak up on snipers all the time, I think if you crouch walk, your HUD / radar signature vanishes. I think things like shooting and sprinting make you stand out, though I'm not entirely sure. |
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Barnabas Wrex
Tritan-Industries Legacy Rising
149
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Posted - 2012.09.08 18:26:00 -
[11] - Quote
I unleveled noob SHOULD be easy to spot. As you level up you can reduce your heat signature if want a more tactful play style, and I imagine a heavy with a BFG welcomes attention. |
Scholar Him
Sanmatar Kelkoons Minmatar Republic
29
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Posted - 2012.09.09 03:18:00 -
[12] - Quote
They make a shooter that ties into a P2P strategy game, and their target audience should be little kids that can't scan the horizon? A game that needs arrows over 90% of the player's heads?
I realize how tempting it is to have a wide breadth for a consumer base. However, are they going to keep players interested if they dumb it down too much? |
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