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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.09.16 02:14:00 -
[1] - Quote
I have suggestions regarding how to improve Dust 514, but posting them all in one place leads to a massive TL:DR, so decided to split them into 3 threads. This is one of those threads. Part 1: Gameplay Improvements (THIS) Part 2: Social Improvements (Much shorter than Part 1) Part 3: Other improvements (Much shorter than Part 1)
[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.
-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. Why keep a vehicle deployed if it already served its purpose?
-Maps need more obstacles/cover, most of them feel too flat. Cover makes gameplay more fun.
[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.
-When button mapping comes, the option to set separate buttons for weapon switching, and equipment switching. In instances of lag,
[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.
-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. |
RedBleach
50
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Posted - 2012.09.16 07:26:00 -
[2] - Quote
You have alot of ideas, very good. I can see it took some time to write them and organize your thoughts. However a blanket article may not be the best way for people to side with your post and get it noticed. Because if one person is going to reply in favor of one issue or disagree with multiple issues they must take your list and go through it one by one stating their opinion. This would take alot of time, and it's not something people tend to want to do.
Suggestion: Take each of your ideas one by one and see if there are already threads voicing your same opinion. If so join them an post a reply, if not disagree and post a reply. (alot of what you are suggesting is on the boards)
If a thread does not exist, post a new one: idea by idea. Then it is quick and easy for people to find and reply to and easier to catalog. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.09.16 16:21:00 -
[3] - Quote
RedBleach wrote:You have alot of ideas, very good. I can see it took some time to write them and organize your thoughts. However a blanket article may not be the best way for people to side with your post and get it noticed. Because if one person is going to reply in favor of one issue or disagree with multiple issues they must take your list and go through it one by one stating their opinion. This would take alot of time, and it's not something people tend to want to do.
Suggestion: Take each of your ideas one by one and see if there are already threads voicing your same opinion. If so join them an post a reply, if not disagree and post a reply. (alot of what you are suggesting is on the boards)
If a thread does not exist, post a new one: idea by idea. Then it is quick and easy for people to find and reply to and easier to catalog.
Thank you for the advice. I think most of the ideas posted in these threads are already posted in other threads (maybe by me), though I think some of them maybe should get their own dedicated threads. I will give this 3 part post some time before making dedicated threads for ideas that don't have them. I really appreciate the reply. |
Shiro Mokuzan
220
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Posted - 2012.09.16 18:39:00 -
[4] - Quote
KAGEHOSHI Horned Wolf wrote: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.
Uh, there is no "server name". You'll decide where in the EVE/DUST universe you want to fight and a battle server will be chosen and loaded with a map of that district.
This is not a normal FPS. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.09.16 19:04:00 -
[5] - Quote
Shiro Mokuzan wrote:KAGEHOSHI Horned Wolf wrote: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.
Uh, there is no "server name". You'll decide where in the EVE/DUST universe you want to fight and a battle server will be chosen and loaded with a map of that district. This is not a normal FPS.
I know about districts and planets, call it "battle name" or "contract name" if you like, but my request still applies; I want to know where I am fighting so I can find the contract and join the battle again. Right now it only says the planet name. When using Instant Battle matchmaking, you don't get to choose, so what you say only applies to the Battlefinder. http://blog.us.playstation.com/2011/10/28/scaling-the-universe-of-dust-514/ The server architect himself refered to to them as "battle servers" |
Velvet Overkill
104
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Posted - 2012.09.17 02:08:00 -
[6] - Quote
Responses to most of ur ideas in descending order of importance...
KAGEHOSHI Horned Wolf wrote:-Players should be able to summon the RDV to take back their vehicles if armor is still intact. Why keep a vehicle deployed if it already served its purpose? This is a MUST! People shouldn't have to leave behind their expensive intact vehicles after battles are over.
KAGEHOSHI Horned Wolf wrote:-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. There needs to be a speed and an acceleration setting.
KAGEHOSHI Horned Wolf wrote:-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, Also the hitbox isn't always on the player but exactly where the person died, which is a problem.
KAGEHOSHI Horned Wolf wrote:-When button mapping comes, the option to set separate buttons for weapon switching, and equipment switching. Weapon switching should be client instead of server sided like in most games so theirs no lag with switching, e.g., MAG.
KAGEHOSHI Horned Wolf wrote:-Some sort of meter or counter that lets a squad leader know how close he is to being able to call in a strike. Should also be available to squad members via enabling it in settings.
"-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."
Another idea is to have the name of your killer, as well as the weapon used have a bigger font, color, and stay for 10sec on the killfeed, not on the center. I'm the kind of person that likes options. There should be in option in settings that can set my idea instead of yours if this gets implimented. |
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