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fenrir storm
Tronhadar Free Guard Minmatar Republic
314
|
Posted - 2012.10.02 21:11:00 -
[61] - Quote
The middle ground is where every one complains but they are all happy, at the moment no one seems happy. |
STB DEADPOOL5241 EV
Doomheim
352
|
Posted - 2012.10.02 21:18:00 -
[62] - Quote
Laurent Cazaderon wrote:gave another go at the build for an hour and a half, and i have serious problem with it. I'm not even refering to orbital strike farming that will most likely be taken out at some point but to this awfull feeling of having the fights pre-calculated. Last buld, there were people complaining about "players blocks". This build ? it's even worse. 2 vs 1 you dont stand a chance 98% of the time.
Obviously it seems kinda logical but in most well done FPS, a good player can deal with the situation through skills. What i heard most among my team members is "Why in hell do people that were NEVER a danger to me suddenly seem to kill me 2 out of 3 fights ?"
What are the odds that suddenly this build turned very average players into monsters because of its so called "tactical" side ? To me ? None. As honestly, most of the gunfights i've been in have nothing tactical. I see guys playing in a clever way using covers. And i respect that. But imo, playing like that in precursor was rewarding just as it is now.
Still about how silly nerfing movement speed is : Let's take the heavies. how long do you think it will take to see a massive heavy flood ? They're way tougher than in precursor. Have an HMG that's way more efficient. And it was NEEDED. except now, assault or scouts can't even outmatched them with speed in a gunfight. No way to make a heavy lose its focus and over-heat its HMG through smart movement.
I got to say that for the first time, despite previous bugs, freezes, invalid fit and all, i turned off my PS3 with absolutely NO intention in going back in. Yet i played various type of FPS online : from BF, CS, MAG, a bit of COD, Unreal, Rainbow Six.
None ever gave this sensation of a game sitting its ass between two chairs.... (french expression)
Worst part is i really can't understand this brutal change in the gameplay. I dont see how a game that always was inclined to a more arcade gameplay can suddenly have its developers try and take it some other place. To me it's a bit like a gaming suicide.
Also, i red someone who said that at CQC strafing was still valid but seriously, it may be where it's the most painfull imo.
To finish, thanks for this thread. it's clean and filled with smart interventions.
So I think we are coming down to suits and speed of those suits. The strafing is all equal in all the suits, when it should be
Scout>Assault>Logistics>Heavy as far as speed of strafing and movement. But thats not the case, as others have pointed out, all the suits have the same strafing speed.
I also agree with a previous post, weapons and strafing should be tied in somehow. If I have a heavy machine gun or Forge gun, that should change my strafing speed, while a SMG should be lighter and offer more strafing speed.
CCP is any of the devs reading this thread, just a yes or no would be sufficient for us all, we just want to make sure our threads that are civil discussion are not falling on deaf ears.
|
Avinash Decker
BetaMax.
25
|
Posted - 2012.10.02 21:19:00 -
[63] - Quote
STB DEADPOOL5241 EV wrote:Avinash Decker wrote:STB DEADPOOL5241 EV wrote:SILENTSAM 69 wrote:My biggest gripe is that the Scout was made to be faster and move better. Then they stopped it from being able to move well. Without a big ehp boost the Scout has become almost useless. Maybe I am wrong though and it just has a whole newrole. That role is no longer CQC though. When you think about a scout, in any other game or heck in real life do you think it should be like the Road Runner and Meep meep around the map, dancing like they should be on "So you think you can dance" or Do you see a scout as an long range sniper fighter, spotting the enemy and using tactical moves to counter and attack. Me, I see the 2nd one. I see a scout as a fast runner who gets into position and then fires, then moves to new spot with the speed of the suit helping you get there, not dancing and thinking you should beat a Assault player in a 1vs1 fight. Maybe this is the same thought CCP has had about scout suits. Thoughts Sam? I think you are seeing the suits in only one perspective, the suits are't classes which restrict you in one role . The scout isn't just made for sniping, there isn't anywhere that says that . I used scouts and fit the them with a shotgun and used my speed as my advantage , which sometimes I get the most kills in the leaderboard or I would lay down drop uplinks near objectives . One person even played a medic fit with his suit , he used his speed to quickly get in and revive and heal his teammates. I think what CCP wants is to create flexibility so players can play their own playstyle . And I dont really think you know what your talking about when it comes to halo it has nothing to with the planet's gravity(lol you don't even hardly go to any planets in the first place , if it did it doesn't change the gameplay ) its everything to do with the lore behind the Spartans and the core gameplay for halo , mainly the core gameplay. I liked the strafing because to me it added another layer to the gunplay and skill. But also I dislike the insane strafing that was in the first build and I don't think dust was built around it like halo , quake , unreal , doom ,etc . You can't add one element the game wasn't really built around and slap it to the game and expect it to work . Imo I think the one of the reasons the some players complained about the movement in Dust is because we play as super soldier wearing incredibly advanced armor , shouldn't we be able to move fairly quick and efficient around the battle? But at the same time it has to be balanced around with the maps , player count , other suits , etc True, I was giving suits one dimension, you are correct you could do shotguns and go hunting. In fact with this build, with scanners and not being able to see your opponents until they attack makes it a viable tactic. These are all good suggestions for others to run with if they want the speed of a scout suit. I'm sorry I used Halo for its most basic of gameplay. I personally detest all things Halo, I find the single player game to be amazing but the multiplayer to be a boring game at best. Its been years since I have had Halo night, thank god! But you're correct planets had nothing to do with it. Its all about the lore (lol) of being a Spartan.. But Halo did have strafing and it was a viable tactic of game play. Agree the first builds strafing was over the top, but now its almost gone. Your question is "shouldn't we be able to move fairly quick and efficient around the battle?" If I have a 50 pound suit on me, then no not really, but if you believe in the lore of Halo then they are also super soldiers with Captain Americas strength in each of those suits. Again not hating on Halo (sorry if it seems that way), or on COD. But Dust needs to be better then either of them by taking the best they offer and throwing away the rest. I want to strafe a little more then we currently have, but I don't want the bunny hoppers from Halo either. Middle ground but where is it?
I see it as the same thing as in the concept of being a super soldier , the spartans are genetically engineered to wear the armor , if anyone that wasn't would die trying to use it plus they had very intense training since they was 6( here and here if you care to look into it). In Dust which I view the tech as way more advanced , you would die try to even fire some of the guns and dust soldiers do have implants , but i dont know if they are either simple clones that have super shiny armor or genetically engineered clones that wear super shiny armor . But either way I would think and others that complained about it , that we should have better movement in this game . But I really dont care if they keep it as it is or not I'm just sharing my opinion on the matter .
If there was a middle ground they should either make it that there's some type of acceleration so the character wont go 0 to 50 instantly and give weapons weight, but as i said before I don't feel this game is really built around strafing or really high amounts . |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1155
|
Posted - 2012.10.02 21:21:00 -
[64] - Quote
STB DEADPOOL5241 EV wrote:Laurent Cazaderon wrote:gave another go at the build for an hour and a half, and i have serious problem with it. I'm not even refering to orbital strike farming that will most likely be taken out at some point but to this awfull feeling of having the fights pre-calculated. Last buld, there were people complaining about "players blocks". This build ? it's even worse. 2 vs 1 you dont stand a chance 98% of the time.
Obviously it seems kinda logical but in most well done FPS, a good player can deal with the situation through skills. What i heard most among my team members is "Why in hell do people that were NEVER a danger to me suddenly seem to kill me 2 out of 3 fights ?"
What are the odds that suddenly this build turned very average players into monsters because of its so called "tactical" side ? To me ? None. As honestly, most of the gunfights i've been in have nothing tactical. I see guys playing in a clever way using covers. And i respect that. But imo, playing like that in precursor was rewarding just as it is now.
Still about how silly nerfing movement speed is : Let's take the heavies. how long do you think it will take to see a massive heavy flood ? They're way tougher than in precursor. Have an HMG that's way more efficient. And it was NEEDED. except now, assault or scouts can't even outmatched them with speed in a gunfight. No way to make a heavy lose its focus and over-heat its HMG through smart movement.
I got to say that for the first time, despite previous bugs, freezes, invalid fit and all, i turned off my PS3 with absolutely NO intention in going back in. Yet i played various type of FPS online : from BF, CS, MAG, a bit of COD, Unreal, Rainbow Six.
None ever gave this sensation of a game sitting its ass between two chairs.... (french expression)
Worst part is i really can't understand this brutal change in the gameplay. I dont see how a game that always was inclined to a more arcade gameplay can suddenly have its developers try and take it some other place. To me it's a bit like a gaming suicide.
Also, i red someone who said that at CQC strafing was still valid but seriously, it may be where it's the most painfull imo.
To finish, thanks for this thread. it's clean and filled with smart interventions. So I think we are coming down to suits and speed of those suits. The strafing is all equal in all the suits, when it should be Scout>Assault>Logistics>Heavy as far as speed of strafing and movement. But thats not the case, as others have pointed out, all the suits have the same strafing speed. I also agree with a previous post, weapons and strafing should be tied in somehow. If I have a heavy machine gun or Forge gun, that should change my strafing speed, while a SMG should be lighter and offer more strafing speed. CCP is any of the devs reading this thread, just a yes or no would be sufficient for us all, we just want to make sure our threads that are civil discussion are not falling on deaf ears.
+10000 |
STB DEADPOOL5241 EV
Doomheim
352
|
Posted - 2012.10.02 21:27:00 -
[65] - Quote
Laurent Cazaderon wrote:STB DEADPOOL5241 EV wrote:Laurent Cazaderon wrote:gave another go at the build for an hour and a half, and i have serious problem with it. I'm not even refering to orbital strike farming that will most likely be taken out at some point but to this awfull feeling of having the fights pre-calculated. Last buld, there were people complaining about "players blocks". This build ? it's even worse. 2 vs 1 you dont stand a chance 98% of the time.
Obviously it seems kinda logical but in most well done FPS, a good player can deal with the situation through skills. What i heard most among my team members is "Why in hell do people that were NEVER a danger to me suddenly seem to kill me 2 out of 3 fights ?"
What are the odds that suddenly this build turned very average players into monsters because of its so called "tactical" side ? To me ? None. As honestly, most of the gunfights i've been in have nothing tactical. I see guys playing in a clever way using covers. And i respect that. But imo, playing like that in precursor was rewarding just as it is now.
Still about how silly nerfing movement speed is : Let's take the heavies. how long do you think it will take to see a massive heavy flood ? They're way tougher than in precursor. Have an HMG that's way more efficient. And it was NEEDED. except now, assault or scouts can't even outmatched them with speed in a gunfight. No way to make a heavy lose its focus and over-heat its HMG through smart movement.
I got to say that for the first time, despite previous bugs, freezes, invalid fit and all, i turned off my PS3 with absolutely NO intention in going back in. Yet i played various type of FPS online : from BF, CS, MAG, a bit of COD, Unreal, Rainbow Six.
None ever gave this sensation of a game sitting its ass between two chairs.... (french expression)
Worst part is i really can't understand this brutal change in the gameplay. I dont see how a game that always was inclined to a more arcade gameplay can suddenly have its developers try and take it some other place. To me it's a bit like a gaming suicide.
Also, i red someone who said that at CQC strafing was still valid but seriously, it may be where it's the most painfull imo.
To finish, thanks for this thread. it's clean and filled with smart interventions. So I think we are coming down to suits and speed of those suits. The strafing is all equal in all the suits, when it should be Scout>Assault>Logistics>Heavy as far as speed of strafing and movement. But thats not the case, as others have pointed out, all the suits have the same strafing speed. I also agree with a previous post, weapons and strafing should be tied in somehow. If I have a heavy machine gun or Forge gun, that should change my strafing speed, while a SMG should be lighter and offer more strafing speed. CCP is any of the devs reading this thread, just a yes or no would be sufficient for us all, we just want to make sure our threads that are civil discussion are not falling on deaf ears. +10000
Honestly, I think that sums it all up. Make this change, lets play with it and see if we all agree on it being a good middle ground.
Not going to say end thread/ or anything but I would be satisfied if that was done to the game and we got a chance to play it. |
fenrir storm
Tronhadar Free Guard Minmatar Republic
314
|
Posted - 2012.10.02 21:31:00 -
[66] - Quote
STB DEADPOOL5241 EV wrote:Laurent Cazaderon wrote:gave another go at the build for an hour and a half, and i have serious problem with it. I'm not even refering to orbital strike farming that will most likely be taken out at some point but to this awfull feeling of having the fights pre-calculated. Last buld, there were people complaining about "players blocks". This build ? it's even worse. 2 vs 1 you dont stand a chance 98% of the time.
Obviously it seems kinda logical but in most well done FPS, a good player can deal with the situation through skills. What i heard most among my team members is "Why in hell do people that were NEVER a danger to me suddenly seem to kill me 2 out of 3 fights ?"
What are the odds that suddenly this build turned very average players into monsters because of its so called "tactical" side ? To me ? None. As honestly, most of the gunfights i've been in have nothing tactical. I see guys playing in a clever way using covers. And i respect that. But imo, playing like that in precursor was rewarding just as it is now.
Still about how silly nerfing movement speed is : Let's take the heavies. how long do you think it will take to see a massive heavy flood ? They're way tougher than in precursor. Have an HMG that's way more efficient. And it was NEEDED. except now, assault or scouts can't even outmatched them with speed in a gunfight. No way to make a heavy lose its focus and over-heat its HMG through smart movement.
I got to say that for the first time, despite previous bugs, freezes, invalid fit and all, i turned off my PS3 with absolutely NO intention in going back in. Yet i played various type of FPS online : from BF, CS, MAG, a bit of COD, Unreal, Rainbow Six.
None ever gave this sensation of a game sitting its ass between two chairs.... (french expression)
Worst part is i really can't understand this brutal change in the gameplay. I dont see how a game that always was inclined to a more arcade gameplay can suddenly have its developers try and take it some other place. To me it's a bit like a gaming suicide.
Also, i red someone who said that at CQC strafing was still valid but seriously, it may be where it's the most painfull imo.
To finish, thanks for this thread. it's clean and filled with smart interventions. So I think we are coming down to suits and speed of those suits. The strafing is all equal in all the suits, when it should be Scout>Assault>Logistics>Heavy as far as speed of strafing and movement. But thats not the case, as others have pointed out, all the suits have the same strafing speed. I also agree with a previous post, weapons and strafing should be tied in somehow. If I have a heavy machine gun or Forge gun, that should change my strafing speed, while a SMG should be lighter and offer more strafing speed. CCP is any of the devs reading this thread, just a yes or no would be sufficient for us all, we just want to make sure our threads that are civil discussion are not falling on deaf ears.
Seems the only way to get a response is to post drivel and not discuss in a rational and mature way. |
STB DEADPOOL5241 EV
Doomheim
352
|
Posted - 2012.10.02 21:40:00 -
[67] - Quote
fenrir storm wrote:STB DEADPOOL5241 EV wrote:Laurent Cazaderon wrote:gave another go at the build for an hour and a half, and i have serious problem with it. I'm not even refering to orbital strike farming that will most likely be taken out at some point but to this awfull feeling of having the fights pre-calculated. Last buld, there were people complaining about "players blocks". This build ? it's even worse. 2 vs 1 you dont stand a chance 98% of the time.
Obviously it seems kinda logical but in most well done FPS, a good player can deal with the situation through skills. What i heard most among my team members is "Why in hell do people that were NEVER a danger to me suddenly seem to kill me 2 out of 3 fights ?"
What are the odds that suddenly this build turned very average players into monsters because of its so called "tactical" side ? To me ? None. As honestly, most of the gunfights i've been in have nothing tactical. I see guys playing in a clever way using covers. And i respect that. But imo, playing like that in precursor was rewarding just as it is now.
Still about how silly nerfing movement speed is : Let's take the heavies. how long do you think it will take to see a massive heavy flood ? They're way tougher than in precursor. Have an HMG that's way more efficient. And it was NEEDED. except now, assault or scouts can't even outmatched them with speed in a gunfight. No way to make a heavy lose its focus and over-heat its HMG through smart movement.
I got to say that for the first time, despite previous bugs, freezes, invalid fit and all, i turned off my PS3 with absolutely NO intention in going back in. Yet i played various type of FPS online : from BF, CS, MAG, a bit of COD, Unreal, Rainbow Six.
None ever gave this sensation of a game sitting its ass between two chairs.... (french expression)
Worst part is i really can't understand this brutal change in the gameplay. I dont see how a game that always was inclined to a more arcade gameplay can suddenly have its developers try and take it some other place. To me it's a bit like a gaming suicide.
Also, i red someone who said that at CQC strafing was still valid but seriously, it may be where it's the most painfull imo.
To finish, thanks for this thread. it's clean and filled with smart interventions. So I think we are coming down to suits and speed of those suits. The strafing is all equal in all the suits, when it should be Scout>Assault>Logistics>Heavy as far as speed of strafing and movement. But thats not the case, as others have pointed out, all the suits have the same strafing speed. I also agree with a previous post, weapons and strafing should be tied in somehow. If I have a heavy machine gun or Forge gun, that should change my strafing speed, while a SMG should be lighter and offer more strafing speed. CCP is any of the devs reading this thread, just a yes or no would be sufficient for us all, we just want to make sure our threads that are civil discussion are not falling on deaf ears. Seems the only way to get a response is to post drivel and not discuss in a rational and mature way.
No, I will not work like that. It is always better to be the better man when it comes to this sorta thing. I see GM's closing threads, for breaking forum rules, etc. So I know they have read this and not closed it. But that not the same as dev reading it and talking about it, which unless they post, we will never know.
|
Nstomper
Th3-ReSiStAnCe-SEC.0
205
|
Posted - 2012.10.02 21:42:00 -
[68] - Quote
Nice thread
|
STB DEADPOOL5241 EV
Doomheim
352
|
Posted - 2012.10.02 21:45:00 -
[69] - Quote
Nstomper wrote:Nice thread
Thank all the great posters on here, for keeping a really good discussion and not turning into a E-peen war.
|
Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.10.02 21:46:00 -
[70] - Quote
Battlefield is an acrade shooter... |
|
STB DEADPOOL5241 EV
Doomheim
352
|
Posted - 2012.10.02 21:48:00 -
[71] - Quote
Iron Wolf Saber wrote:Battlefield is an acrade shooter...
How do you think that? BF is one of the most tactical games on the market. That its selling point.
But Please explain. TY |
fenrir storm
Tronhadar Free Guard Minmatar Republic
314
|
Posted - 2012.10.02 21:48:00 -
[72] - Quote
I put it politely so as not spoil your thread mate, it's been a good discussion and hope it continues, but you got to say it as you see it.
A simple yey or ney is not to much to ask for or even acknowledgement.
Regards on a good thread. |
Ranger SnakeBlood
OSG Planetary Operations Covert Intervention
126
|
Posted - 2012.10.02 21:59:00 -
[73] - Quote
Well i guess to some extent Battlefield could be considered arcady if you look at ARMA or operation flash point but in grand scheme of video games its leaning toward the tactical side a damn site more than the arcady,
yes iam realy suprised/pleased that this fourm hasnt been turned into a flame war well done Deadpool on a incredibly constructive forum and thanks to others on it for not resorting to trolling and keeping a open mind keeping it neutral/neutralish any way |
STB DEADPOOL5241 EV
Doomheim
352
|
Posted - 2012.10.02 22:44:00 -
[74] - Quote
Ranger SnakeBlood wrote:Well i guess to some extent Battlefield could be considered arcady if you look at ARMA or operation flash point but in grand scheme of video games its leaning toward the tactical side a damn site more than the arcady,
yes iam realy suprised/pleased that this fourm hasnt been turned into a flame war well done Deadpool on a incredibly constructive forum and thanks to others on it for not resorting to trolling and keeping a open mind keeping it neutral/neutralish any way
I always put BF on the tactical side of games, but I can see it.
Yeah much thanks to all that posted. |
Fiasco Llana
Sanmatar Kelkoons Minmatar Republic
251
|
Posted - 2012.10.02 23:40:00 -
[75] - Quote
The ones who insult Call of Duty are the ones that never player the good ones.
Call of Duty 4 I still say was the best and most tactical of them all. Call of Duty 3 Was pretty badass too.
I come from the quickscoping area of CoD4. Which was the unrealistic, but very fun part.
Halo, man halo was FUN. I didn't like number 2, 3, ODST, or Reach (except for forge mode) I'm talking the ORIGINAL halo.
That is what this game reminds me of. Halo One. The guns, the physics, almost everything except for the now "terrible" strafe speed. To say that Dust 514 is now horrible because of the strafe speed is in my opinion, stupid. I still dig this game, you know why? Because every build it keeps changing, and we get to see how it should be, and relay that to the Devs.
I do think strafe speed should be faster, but if you can adapt you can over-come. If you can't, then no matter how much you boost you still won't be good. Last build it was jump around like a fairy princess and you will live. if you try that now? You get lit up from every direction. That's why people are complaining about it.
Well let me ask you something if you can't adapt to this new build, how will you ever adapt to the next build? Or the release build? If one thing throws you off so much that you now suck at the game because you can't manipulate hit detection, why do you still play it?
IMO, learn how to play this build just like you learned how to play the last build, and that is how you will be good. It's all in how you move. The footwork, the cover, the alertness, the aim. You have to have all of those to be good in an FPS regardless if it is part MMO.
This game is still an arcade shooter. But it has tactical roots. |
REGNUM CODEX DEI
46
|
Posted - 2012.10.02 23:42:00 -
[76] - Quote
@ deadpool you posted in your own thread 35 times
LOL way to BUMP a stupid thread |
Fiasco Llana
Sanmatar Kelkoons Minmatar Republic
251
|
Posted - 2012.10.02 23:42:00 -
[77] - Quote
REGNUM CODEX DEI wrote:@ deadpool you posted in your own thread 35 times
LOL way to BUMP a stupid thread
Way to count. Can you go to 100 yet? |
REGNUM CODEX DEI
46
|
Posted - 2012.10.02 23:44:00 -
[78] - Quote
Fiasco Llana wrote:REGNUM CODEX DEI wrote:@ deadpool you posted in your own thread 35 times
LOL way to BUMP a stupid thread Way to count. Can you go to 100 yet?
Mad brahhhhhhh |
Talruum Tezztarozza
Seituoda Taskforce Command Caldari State
73
|
Posted - 2012.10.03 02:55:00 -
[79] - Quote
First, let me say great thread and lots of good reply +1. Being long time PC FPS player, I can't agree with OP more. I also agree with this thread conclusion that it is all come down to straffing speed should be different between each suit.
However, there is one thing I would like to add. I don't think Dust514 as a similar game to CoD nor Halo. Dust is more akin to another game, Borderland. It is a shooter with stat, a shooter with gear, a shooter with relatively high HP and relatively long gunfight. Borderland do also cater to both stlye of gunfight, both arcade and tactical. You either go to cover or dance around depend on what kind of enemy you face and what kind of terrain you are in which is exactly like what we have here in Dust.
Borderland do, however, lean more toward arcade side if you ask me, which is also what we got in Dust last build. In this build, Dust do step away abit from that (only abit, I can still straffe ppl to death just fine. It is just that ppl can actually kill me now when I straffe). Where will Dust514 end up is up for dev to decide.
What I want to say is even Dust's gunfight become camping(I meant covering) and aiming. It won't become like BF or CoD gunfigh. The fight won't end in a couple of bullets. In battle between two shielded dust merc, You flanked your enemy. You landed your first shot. But that isn't the end of the fight, it's just the start. It will take awhile. Whether the fight will turn into dancing and hopping around each other or become shooting and hiding behind cover depend on the range of engagement like someone have already point out in this thread.
Also, Dust tuning is not only about arcade vs tatical gameplay. It is also about stat-based vs skilled-base gameplay (player's skill not character's skill).
EVE player will want more strategy gameplay, where their wisdom of fitting and pre-battle planning is rewarding. CoD player will want more tactical gameplay, where their positioning and precise aiming take them to the top. Halo player will want more action gameplay, where the game is fair so their reflex and intuitive can shine. For a hybrid player like me who play everything above ? it is "Adapt or Die" (Note: As I never really play CoD nor Halo, CoD player can be read as BF player and Halo player as UT&Quake player)
Seriously, Each set of gaming skill is important and none is superior than any other. Is it not awesome that we have the game that we need to utilize them all ?
There is also latency to consider. If CCP goal is to make a game where merc from all around the world battle to their death for thousands of planets in New Eden. They can't really make a game too skill-based. If I can't beat someone because he has 200 ping less than me. the whole gameplay will come down to whoever live nearest to the that battle server win.
That is a lot of fine tuning CCP need to overcome. How do CCP cater to all kind of gamer out there, arcade and tatical, stat and skill based, without foiling everyone. I do honestly have no idea. It is up to CCP to answer us. I do have great hope that CCP answer will astonish me. |
Ludwig Van Beatdropin
Royal Uhlans Amarr Empire
195
|
Posted - 2012.10.03 03:22:00 -
[80] - Quote
STB DEADPOOL5241 EV wrote:Morning Everyone,
Well time for a new thread to discuss some of the topics about the game since the Codex build came out.
Gun Game Types - A large portion of us have been playing PC and Console games for over 10 years (many longer). So let talk about the types of gun game and then how does that translate into Dust 514.
Arcade Shooter vs Tactical Shooter (Dancing in the box or Camping in the corner)
Arcade Shooter is like Halo, where you throw out any real world forces a good example of this is Gravity. Gravity changes games you play so much, that just a simple tweak in it makes a HUGE difference. Halo and games like it, don't take into consideration gravity as you can jump and dance in the box to move away from projectiles. This is a very unrealistic type of game playing but one that has been around for 10+ years now. Last build we were closer to this style of play. Many Veteran players or advanced players prefer this style of play as it requires quicker reflexes and a style of movement often called dancing in the box. This style requires more skill and less gear to win.
Tactical Shooter - Examples of this are Rainbow 6, Battlefield to get an idea of what I am talking about. Even to a certain extent CoD series is a tactical shooter. Tactical shooters are realistic, they suggest tactics and caution then quick reflexes. Many have called these types "Solider Sims" as they try to be as real life as possible. As of this build we are closer to this then to Arcade shooters. Because of the ultra realism of this style of play, you don't dance in the box, instead you find the best positions on the map and find targets to kill. The fear of most Bunny players is that this is less based on skill and more based on your weapon and gear, meaning if two players of equal skill are fighting the one with better gear and weapon always wins.
Now most of us have played both styles of game play. If you started on PC you kinda got the best of both worlds and learned how to adapt. But if you played on console the major type of game play was the CoD and Halo arcade style. This lead to many styles of players on both console and PC. All of these styles are present in the games we play, from CoD campers to bunny hopping Halo players. I'm not saying you are one or the other, in fact if you played all of these types I would assume you have a hybrid playing style.
Look we all joke about CoD players, the CoD campers etc. Really they took what was given to them and found ways for it to work. We laugh at them for doing it, we make fun of them but they laugh at the Bunnies for the same reason. Bunnies are what we have seen in Halo and Dust (last build) then move fast enough to avoid bullets in combat. Some call it dancing in the box, or bunny hopping around. Scouts in the last build that could move forward, backward and strafe side to side with the same speed. CoD players laugh at bunny players and say thats just a cheap tactic to avoid being hit, but again these are just players taking advantage of the games they previously played. Ok, so now we have the two main sides to this, we can sorta see how they as players got to the style they play.
Ok, lets bring this into Dust now. The first few builds were Bunny style of playing which many players liked, whiles others begged for a change in this. The players who asked for this change in theory wanted a more realistic gun game then just another Halo remake. But now that we have the more realistic gun game, the Bunny players are calling it a CoD clone.
So what do we do? How do we find a middle ground? is there a middle ground.
I've taken the time to read all of the posts by players today, prior to writing this to understand what you are all saying. From what I am reading players are in two camps, Bunny hoppers and Tactical Sim. But there is a third option, some where in the middle. (god I hope there is)
As I played yesterday, I noticed the difference in gun game. I noticed much less bunny and more tactical. But I could still dance in the box, but not really jump in the box. Dancing in the box is not IMO the same as bunny dancing. Dancing in the box, is the oldest form of bunny hopping. There is no jumping, but just movement of half inch or inch in one direction then another to avoid bullet contact is still there. Though considerable slower, possibly to slow at this moment but it is still possible to dance in the box.
CCP like most companies listens to its player base. CCP though falls into the mistake that all gaming companies make, they listen but then they overdue the change. So we basically go from one extreme to the other extreme. You can see this change in the forums, you can easily find the tactical players vs the bunny players in the forums now that you understand them.
CCP I hope you're reading this, because I think you have the chance to make both happy. But you need to find your happy place (Yes Happy Gilmore reference), find the middle ground on movement speed, to where Bunny players can still move enough to cater to their style of play but not so much that tactical players see it and wonder if the player they are fighting is a Kangaroo or a real human. You're not to far off, but you need to find this to make both sides ok with your game going to launch.
Ok, I'm done rambling on, but I wanted everyone on here to read what the main issue of this build is.
Don't take sides to this discussion, find ways to solve the problem not make it worse with bickering and QQ threads.
Devs don't cater to QQ threads, they cater to intelligent conversations about subjects, trust me been working forums for years now and good threads always get devs attention then " CCP sucks, CCP I hate you threads".
Ok, I've got to get back to work. So I let you guys at it.
KCCO DP
I don't ever read anything more than 1 paragraph, sorry. |
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Jin J'Rayle
D3ath D3alers RISE of LEGION
60
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Posted - 2012.10.03 04:03:00 -
[81] - Quote
SILENTSAM 69 wrote:I really like this thread and think you have thought it out really well.
I am one of the people complaining about the movement nerf, and I have to admit I started playing shooters by playing Halo. I love being able to move around better. I attribute it to a soldier being in a mech suit.
I think you are right and they just went too far and need to come back a bit. It feel way too stiff right now, as if my merc lost the ability to twist at the waist.
That's an interesting analogy you chose there Sam. I understand the reference to the torso twist but i don't see how you can equate strafing to be similar to mech movement. Mechs aren't able to switch from strafing left to strafing right in an instant. It actually takes quite a while depending on the size of your mech and it's turn speed plus torso twist speed. If anything feels stiff, its moving in a mech. |
Free Beers
Internal Error. Negative-Feedback
1035
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Posted - 2012.10.03 05:09:00 -
[82] - Quote
I would like to just add that nerfing strafing is also nerfing individual skill. Add to that the use of hit scan verse ballistics and what you get is a completely different game. The continual push towards a shoot first gear quality game and away from individual skill is really concerning.
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Smoke2Bowls
ZionTCD Legacy Rising
93
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Posted - 2012.10.03 05:47:00 -
[83] - Quote
Well done sir. Well done. |
Shijima Kuraimaru
WarRavens
164
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Posted - 2012.10.03 06:57:00 -
[84] - Quote
I've played both types of games, tactical and arcade, so I'm a hybrid player and am used to playing an adapt or die style.
To keep it simple. Figure that strafe speed should be one half to two thirds of the forward run speed. It's still faster than realistic, but it should make the dancers feel more at ease while keeping them from becoming nearly immune to the tactical player.
As for jumping, being able to continuously hop five or more feet continuously is ridiculous. Just because the character is in advanced battle armor doesn't mean they should be Olympic class high jumpers. Give a reasonable jump base, say forty to fifty percent of character height, modified by suit type/weight and have it cost stamina modified by suit type/weight. Stamina runs out, no jumping.
However, in the end, only the Devs know where they want to go with the feel of Dust 514 and I'm sure they know it's not going to appeal to every type of FPS gamer out there. |
Jaysin 011584
Scorpions At War
90
|
Posted - 2012.10.03 06:59:00 -
[85] - Quote
IMO i would say add a skill that increases strafe speed or jump height or agility but at a sacrifice to accuracy. However I do prefer tactical just because even in the future I feel that a better, stronger damage rate weather it is laser or a round would be the winner, and if you asked any soldier if side strafing would raise you chances of survival, they would laugh in your face. But to compromise I feel a skill tree at the sacrifice of accuracy would allow for both players to chose their preferred playing style. |
Minmatar Slave 74136
Sanmatar Kelkoons Minmatar Republic
291
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Posted - 2012.10.03 07:28:00 -
[86] - Quote
Jaysin 011584 wrote:IMO i would say add a skill that increases strafe speed or jump height or agility but at a sacrifice to accuracy. However I do prefer tactical just because even in the future I feel that a better, stronger damage rate weather it is laser or a round would be the winner, and if you asked any soldier if side strafing would raise you chances of survival, they would laugh in your face. But to compromise I feel a skill tree at the sacrifice of accuracy would allow for both players to chose their preferred playing style.
There are biotics modules already, like the Cardiac Regulator and such in that catagory. Not sure if they influence your strafe speed as well, but there is no reason that a change couldnt be made to at least one of those modules that does influence turn speeds, strafe speeds, as well as your forward movement speeds that the modules normally influence. Using implants and pharmaceuticals in that manner to jack up your characters reflexes and reaction time - translated into things like strafe speeds.
As long as they don't overdo it in the boost. |
Templar Two
Villore Sec Ops Gallente Federation
459
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Posted - 2012.10.03 07:35:00 -
[87] - Quote
I proposed to have Realistic Magazine Management as an option (months ago) to bring a bit of Rainbow Six into Dust. A good number of people were interested but CCP never said a word.
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Laurent Cazaderon
Villore Sec Ops Gallente Federation
1155
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Posted - 2012.10.03 08:13:00 -
[88] - Quote
I thought about something : In Eve Online, you have speed tanking. For those who don't know what it is, here's a short but obvious explanation.
Quite frequently, fights in EVE see people orbiting around their target to ease gun tracking of their turrets. During those fights, one thing is of great importance : The opposition between the speed of your target and the tracking speed of your turret.
Thus, some fights can be very disturbing. A very fast frigate can in the end take down a battleship as its turrets wont be able to follow it properly while the frigate can peacefully kill the battleship. But speed is not the only thing that matters, there's also dealing with the distance from wich you orbit the target. The closer you get, the harder it is for the turrets to track you.
So in EVE speed and movement is of great matter in the tactical approach of a fight. You can't just say "Hey got the big ship, big guns and massive HP amount, i'll screw anything muahahaha"
=> There is a a dynamic of movement in gun fights. Dodging and adapting to target's agility
=> Now, let's transpose that to Dust 514.
We have various speed depending on the suit you pick. A bit like frigates, cruiser, BS etc... But now, we have a strafe speed that's mostly equivalent for all of them and has been overall reduced.
Wich means that no matter who you're facing, your tracking skills (AIM) dont need to adapt to the mobility of the target. Except when it's running wich is not a problem as it cant fire while doing so. While in EVE a fast ship orbiting and changing the distance from where it's firing IS firing.
How does that make sense compared to EVE's mechanics ? This comparison is made for a reason. Because it's mostly EVE players who have trouble dealing with the movement of ennemies in Dust 514 that complained about "dancers". Completely obliterating the fact that those parameters exists in EVE.
Some will say that some suits can still flee a fight faster than others, but to me, this would be closer to alignment time and throttle to reach warp speed and flee from a solar system than actual "fight skill"
Other will say that it is now fighting clever and take cover. But that's not GunFight Dynamics to me. It's basic brain game and no matter how arcadey a game is, working with covers is ALWAYS required if you're at least a decent player. I dont remember playing like a crazy rush guy in previous dust build. And if running out of cover wasnt as punishing as it was supposed to be, it was all on hit detection flaws.
So, here is my conclusion. I couldnt understand CCP's choice regarding this major cut in gunfights gameplay but i couldnt find why. Then it hit me. Because it's basically in contradiction with EVE. Give us back Precursor strafe speed. |
Nova Knife
Seituoda Taskforce Command Caldari State
785
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Posted - 2012.10.03 09:26:00 -
[89] - Quote
My name is Nova Knife and I approve this thread.
Some people aren't fans of the lessened speed. Personally I don't have a solid opinion on it yet. Initial impressions are that it reduces the emphasis on the movement aspect of the gunplay and focuses more on the gun/aiming aspects of gunplay. I have no problem with that.
Something people probably don't realize is that CCP does not really want a game where people can beast and go 50K+ and 0 deaths. The deaths part is more important there. Dust is going to have a fully player driven economy and people dying = people buying. Those people can still beast and get massive killcounts but the idea is that people are on more even ground and nobody can avoid death in nearly every situation just by dancing.
CCP wants dust to be a game where winning, isk efficiency, and politics/spacedrama are the driving motivational factors to play, with less emphasis on kdr. We're immortal soldiers, dying is just business as usual!
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STB DEADPOOL5241 EV
Doomheim
352
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Posted - 2012.10.03 15:43:00 -
[90] - Quote
Nova Knife wrote:My name is Nova Knife and I approve this thread.
Some people aren't fans of the lessened speed. Personally I don't have a solid opinion on it yet. Initial impressions are that it reduces the emphasis on the movement aspect of the gunplay and focuses more on the gun/aiming aspects of gunplay. I have no problem with that.
Something people probably don't realize is that CCP does not really want a game where people can beast and go 50K+ and 0 deaths. The deaths part is more important there. Dust is going to have a fully player driven economy and people dying = people buying. Those people can still beast and get massive killcounts but the idea is that people are on more even ground and nobody can avoid death in nearly every situation just by dancing.
CCP wants dust to be a game where winning, isk efficiency, and politics/spacedrama are the driving motivational factors to play, with less emphasis on kdr. We're immortal soldiers, dying is just business as usual!
Thanks Nova Knife, good reply.
One of the suggestions I really like is a skill book that can increase strafing speed, that is one great solution to this issue.
Also each suit should have different turn speed, strafe speed, movement speed. But as it is now, just he heavy suit has less turn and movement speed.
I think both ideas should be thought about and discussed. |
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