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Gcember
Villore Sec Ops Gallente Federation
123
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Posted - 2012.09.17 19:23:00 -
[1] - Quote
When you go into man down state and you press the square button to call for help, it does not LOOK like something is happening when you do that, my suggestion for this is that when you have pressed the square button it should dissapear to confirm that you have called for help.
Also, when you go into man down state it would be nice if you had an indicator to show if a logistics player actually is nearby so you dont just lie there so you know it is better to respawn instead |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
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Posted - 2012.09.17 19:26:00 -
[2] - Quote
+1
My suggestions:
-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.
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Gcember
Villore Sec Ops Gallente Federation
123
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Posted - 2012.09.17 19:29:00 -
[3] - Quote
1+ to you aswell, the ACCEPT/DENY feature is a really good suggestion as you might know that you will be revived in the middle of a firefight with very low health. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
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Posted - 2012.09.18 14:07:00 -
[4] - Quote
Medic system needs improvements, more should look at this thread.
According to another player who tested prototype injectors, they still only give +60 points despite the fact that it heals 80%. Nanite injectors should give more points depending on how much of the HP is regenerated; this way, those who invest the skill points and money into injectors will be rewarded. |
Gcember
Villore Sec Ops Gallente Federation
123
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Posted - 2012.09.18 14:44:00 -
[5] - Quote
KAGEHOSHI Horned Wolf wrote:Medic system needs improvements, more should look at this thread.
According to another player who tested prototype injectors, they still only give +60 points despite the fact that it heals 80%. Nanite injectors should give more points depending on how much of the HP is regenerated; this way, those who invest the skill points and money into injectors will be rewarded. Thought of this aswell but I didnt know if it was true as I only have tested the milita nanite injector, thanks for info. |
DeeJay Two
Zumari Force Projection Caldari State
0
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Posted - 2012.09.18 15:38:00 -
[6] - Quote
Gcember wrote:When you go into man down state and you press the square button to call for help, it does not LOOK like something is happening when you do that, my suggestion for this is that when you have pressed the square button it should dissapear to confirm that you have called for help.
Somebody didn't read the patch notes again, eh?
Quote:=== Known Issues in the current build ===
Game Mechanism [snip] - No UI feedback for the user himself if pressing square button for help in bleed out stage but it works
Source: https://forums.dust514.com/default.aspx?g=posts&t=30002 |
Gcember
Villore Sec Ops Gallente Federation
123
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Posted - 2012.09.18 17:41:00 -
[7] - Quote
May be so, but I posted suggestions aswell...? |
Eskel Bondfree
DUST University Ivy League
76
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Posted - 2012.09.18 18:13:00 -
[8] - Quote
Gcember wrote:Also, when you go into man down state it would be nice if you had an indicator to show if a logistics player actually is nearby so you dont just lie there so you know it is better to respawn instead I second that. Apparently the game displays the 'triage unit detected in the vincinity' message if a logi player is nearby, but you can never know if that player is actually trying to reach you or running in the opposite direction instead.
What we need is a simple icon on the radar that shows any triage unit while you are in bleedout. That way you can see that someone is heading your way and that you should hold on for a few more seconds.
Also, for the triage player, we need an indication on how much time is left to revive an individual player ( like a simple timer, or the color of the icon of dead team mates fading to a dark red when time is running out). It happens far to often that you risk your clone to reach a dead player, only to have him die the moment you're about to jam the nanite injector into him (and yourself dying shortly after in the crossfire). We also need an indication for the actual distance to a dead team mate, so we know which one of the two dead players is closest if none of them is appearing on the radar yet (I think the games tries to do that by making the hud icon of dead players more or less opaque, depending on the distance, but this effect is way too subtle and the information given too inaccurate and therefor useless).
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Gcember
Villore Sec Ops Gallente Federation
123
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Posted - 2012.09.18 19:39:00 -
[9] - Quote
Eskel Bondfree wrote:Gcember wrote:Also, when you go into man down state it would be nice if you had an indicator to show if a logistics player actually is nearby so you dont just lie there so you know it is better to respawn instead I second that. Apparently the game displays the 'triage unit detected in the vincinity' message if a logi player is nearby, but you can never know if that player is actually trying to reach you or running in the opposite direction instead. What we need is a simple icon on the radar that shows any triage unit while you are in bleedout. That way you can see that someone is heading your way and that you should hold on for a few more seconds. Also, for the triage player, we need an indication on how much time is left to revive an individual player ( like a simple timer, or the color of the icon of dead team mates fading to a dark red when time is running out). It happens far to often that you risk your clone to reach a dead player, only to have him die the moment you're about to jam the nanite injector into him (and yourself dying shortly after in the crossfire). We also need an indication for the actual distance to a dead team mate, so we know which one of the two dead players is closest if none of them is appearing on the radar yet (I think the games tries to do that by making the hud icon of dead players more or less opaque, depending on the distance, but this effect is way too subtle and the information given too inaccurate and therefor useless). Yeah forgot to mention that, the distance, good you mentioned that, would be very good if it indicated if the player is for example 30m away from you so you see if there is worth calling for help. |
Hobos-N-Guns
Soldiers Of One Network Orion Empire
44
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Posted - 2012.09.18 20:44:00 -
[10] - Quote
I have stopped running around trying to revive players since you have no idea how far they are which leads to running around aimlessly trying to get to the player and usually dieing before you find them or they expire just as you get there.
The downed player should really stand out since friend and foe are laying near each other so how about making them glow, flash, something. Anything to really make them stand out.
At 50 yrs of age and developing macular degeneration, it would be nice to have larger fonts too
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Kaif Zel
Algintal Core Gallente Federation
88
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Posted - 2012.09.18 20:55:00 -
[11] - Quote
KAGEHOSHI Horned Wolf wrote:+1
-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.
On this note, I've noticed the spot that you need to be at in order to revive your teammate is the spot he died on, not where the body is. So if the poor sap got blown away by a HAV the spot to revive him won't be too near the body. This is incredibly counter intuitive. |
Eskel Bondfree
DUST University Ivy League
76
|
Posted - 2012.09.19 17:15:00 -
[12] - Quote
Kaif Zel wrote: On this note, I've noticed the spot that you need to be at in order to revive your teammate is the spot he died on, not where the body is. So if the poor sap got blown away by a HAV the spot to revive him won't be too near the body. This is incredibly counter intuitive.
I have read this on the forums several times. I believe it's a bug that hopefully will be fixed soon (maybe already in next release?).
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Hobos-N-Guns
Soldiers Of One Network Orion Empire
44
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Posted - 2012.09.19 17:19:00 -
[13] - Quote
KAGEHOSHI Horned Wolf wrote:+1
My suggestions:
-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.
+1
would save on running and ducking trying to get to them before they expire.
[Edit] Logistics really need a speed increase. |
Draza Bloodshade
Seituoda Taskforce Command Caldari State
0
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Posted - 2012.09.22 20:36:00 -
[14] - Quote
Just an idea but what if it was made so that a medic could "respond". For example down team-mate request help... Medic press square to say that they r on their way. Just because someone is in the area doesn't mean they will help. |
Chollo Numero Uno
Royal Uhlans Amarr Empire
4
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Posted - 2012.09.24 02:34:00 -
[15] - Quote
something i think that would be a epic help would automatically pulling out the injector when you are over a dead player once you press square instead of having to cycle through the ui and pull the damn thing out, half the time people bleed out with me standing over them cussing at my controller for rolling just barely too far counter clockwise... |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.09.26 20:03:00 -
[16] - Quote
Chollo Numero Uno wrote:something i think that would be a epic help would automatically pulling out the injector when you are over a dead player once you press square instead of having to cycle through the ui and pull the damn thing out, half the time people bleed out with me standing over them cussing at my controller for rolling just barely too far counter clockwise...
That would be useful, and awesome functionality for square. |
Quill Killian
Better Hide R Die
107
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Posted - 2012.09.26 22:48:00 -
[17] - Quote
I think the "accept/deny revive" option being offered by some folks in this thread is redundant. If you don't want to be revived, don't call for help, and hit the "bleed out" button. It'll save everyone involved a lot of time.
But, yes, distance indicators would be very nice, along with a larger revive hitbox, both of which have been suggested in this thread. Distance to repairable assets would also be nice, along with a damage-to-asset indicator. After all, I'm not going to race over to a resupply point to fix it if it's being blown into oblivion by a nearby HAV. |
Avenger 245
Crux Special Tasks Group Gallente Federation
477
|
Posted - 2012.09.27 00:11:00 -
[18] - Quote
I think the revive hitbox lining up with the body and a bigger margin of error would be great, I run assault with nanite injector always on hand to revive players. |
Tectonious Falcon
23
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Posted - 2012.09.27 00:30:00 -
[19] - Quote
KAGEHOSHI Horned Wolf wrote:Medic system needs improvements, more should look at this thread.
According to another player who tested prototype injectors, they still only give +60 points despite the fact that it heals 80%. Nanite injectors should give more points depending on how much of the HP is regenerated; this way, those who invest the skill points and money into injectors will be rewarded.
The way it is right now I make more points reviving someone for 60 points and then healing them up for another 15 points. There is no point getting injectors that restore 80% of health from a profit making point of view.
My idea is that people can't respawn if there is a logi in the area. They can still bleed out but there is no respawn button to hit. Not sure if this would actually work but I think it's worth a shot |
Avenger 245
Crux Special Tasks Group Gallente Federation
477
|
Posted - 2012.09.27 03:24:00 -
[20] - Quote
+1 bump |
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Mobius Kaethis
Planetary Response Organisation Test Friends Please Ignore
306
|
Posted - 2012.09.27 03:41:00 -
[21] - Quote
A small distance indicator (in meters) on the person in need of reviving icon would be extremely helpful as well. I don't know how often I've started running towards a fallen comrade only to find that she was halfway across the map. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
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Posted - 2012.09.27 13:56:00 -
[22] - Quote
Quill Killian wrote:I think the "accept/deny revive" option being offered by some folks in this thread is redundant. If you don't want to be revived, don't call for help, and hit the "bleed out" button. It'll save everyone involved a lot of time.
But, yes, distance indicators would be very nice, along with a larger revive hitbox, both of which have been suggested in this thread. Distance to repairable assets would also be nice, along with a damage-to-asset indicator. After all, I'm not going to race over to a resupply point to fix it if it's being blown into oblivion by a nearby HAV.
Sometimes people want to be revived, but not at the axact moment because there are nearby threats that are too close, And acceopt/deny feature would let people wait a while before accepting the revive, then they can accept it like 10 seconds later after the threats have left the area. |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2012.09.28 03:11:00 -
[23] - Quote
KAGEHOSHI Horned Wolf wrote:+1
My suggestions:
-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.
I like the first two, the third could be good with a couple of specifics added.
#1. If no input is given by the player the revive happens anyway. #2. The player being revived should know what effect the Injector will have, because honestly running with top Injectors (as I do) and reviving players with 80% health restored (as they will) only to have them deny the revive (thus wasting my time and risking my kitten for nothing) would be a real kitten to deal with and devalue the skill point invested (to say nothing of the ISK lost on any death) of running with top flight Nano Injectors. Now if the player being given the accept/deny option knew what level they were being revived at, that'd be a bit different. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.09.28 03:16:00 -
[24] - Quote
Cross Atu wrote:KAGEHOSHI Horned Wolf wrote:+1
My suggestions:
-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.
I like the first two, the third could be good with a couple of specifics added. #1. If no input is given by the player the revive happens anyway. #2. The player being revived should know what effect the Injector will have, because honestly running with top Injectors (as I do) and reviving players with 80% health restored (as they will) only to have them deny the revive (thus wasting my time and risking my kitten for nothing) would be a real kitten to deal with and devalue the skill point invested (to say nothing of the ISK lost on any death) of running with top flight Nano Injectors. Now if the player being given the accept/deny option knew what level they were being revived at, that'd be a bit different.
+1 I like your conditions. |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2012.09.28 03:56:00 -
[25] - Quote
I've thought of one other condition that would be important for ACCEPT/DENY.
The reviving player should be given a notice that the revive has succeeded regardless of the accept/deny status. So that we don't keep trying to revive someone who doesn't want to be revived or who is holding the revive for a bit waiting for a safer zone (the current 'hit detection' on revives so so bad this could really be an issue).
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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
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Posted - 2012.09.28 03:59:00 -
[26] - Quote
The medic should receive points regardless of the person accepting or denying to pay for the time and effort. |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2012.09.28 04:23:00 -
[27] - Quote
KAGEHOSHI Horned Wolf wrote:The medic should receive points regardless of the person accepting or denying to pay for the time and effort.
That would actually simplify the prospect a great deal. Good call. |
Tyas Borg
Osmon Surveillance Caldari State
112
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Posted - 2012.09.28 11:55:00 -
[28] - Quote
I'm liking most suggestions here in this thread. Something certainly needs to be done as most people either don't realise that a nanite injector exists in game.
I'd also like to see medics/logis show on the mini map as a different colour to the downed player. At least that way you'd know if one was on the way and whether to bleed out or not. |
RedBleach
50
|
Posted - 2012.10.01 17:11:00 -
[29] - Quote
[/quote]
+1
would save on running and ducking trying to get to them before they expire.
[Edit] Logistics really need a speed increase.[/quote]
I would offer that they do not need a speed increase, but a sprint increase. Assault should be faster - get up there and take those objectives. Logis are supposed to be behind them repping, supplying, providing cover fire, - they were not meant to be rambos.
But a sprint speed increase - lets face it that is what most of them did in basic training, they were the nerds, the smarties, the students, and officers with degrees that got into the military. But anyway, a sprint increase - scout style for a short burst of speed - would be perfect to race to a dying comrade.
and color the medic in the area so I know who to yell at later
EDIT: they do have a module for that - plenty o skill points |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2012.10.02 18:35:00 -
[30] - Quote
Tyas Borg wrote:I'm liking most suggestions here in this thread. Something certainly needs to be done as most people either don't realise that a nanite injector exists in game.
I'd also like to see medics/logis show on the mini map as a different colour to the downed player. At least that way you'd know if one was on the way and whether to bleed out or not.
That would also be nice, something to give the downed player a better idea of where help is. Much of this comes down to "passive" battlefield communication. Being able to get vital information about med status (if downed or reviving) through TacNet rather than making it dependent on comms.
I highly suggest those who can get on comms as often as they can but really the more fundamental information that the game GUI can provide the better all the way around. |
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