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Author |
Thread Statistics | Show CCP posts - 7 post(s) |
Raiko Sai
PMW NATION
9
|
Posted - 2012.10.09 07:24:00 -
[91] - Quote
Drommy Hood wrote:eukesei GAC wrote:Sent survey explaining "ISK exploit"; when a player uses new character creation and gives his initial credits to a corp, followed of kicking from corp and erase from account in order to create a new one and repeat the process
It's going to be a pain to sort that. Either a no send isk timer for x amount of days, or probably more easy- cant delete character after its created for x amount of days. Or cut down the isk on new accounts, or any toon you make after original? i just hope they dont do what mag did and make you pay for every character after your first free one
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Umbat Boki
Circle of Huskarl Minmatar Republic
157
|
Posted - 2012.10.09 11:05:00 -
[92] - Quote
Cross Atu wrote:Codex Impressions
- Opposing players no longer show up on mini-map when they're *actively shooting me*. This has happened with everything from pistols/smgs all the way to Snipers/sniping ARs.
I also expect that shooting players should have better chance to appear on the minimap. Like you signature should increase when you firing (you emit noise/heat which make you easy to spot by scanner) and probably depending on what are you using: forge gun should increase your signature more than scrambler pistol.
It's OK when someone get behind me and one shoot me with shotgun. However, it feels wrong, when I'm getting hit, looking at minimap, seeing nothing, than turning to realize that the enemy standing 3 meters away. I even increased scanning skills and fitted some scanning modules, but it didn't make much difference. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.10.09 15:39:00 -
[93] - Quote
It would be nice to have damage bonus per range stats for laser rifles. Also bullets per shot stats for shotgun. Each plasma bullet does 32 damage, but how many are fired at once?
On comms without mics:
It may not be ideal, but not everyone has mic, and its not really fair that you should have to buy a new device to be successful at gane. I have series of proposals designed to increase communication without mics in battle.
A banner on top of the HUD that shows text chat messages from the chat channel the user is currently on (squad chat, or team chat). This may be unwanted since it would add more distraction to the screen, so it should only be optional.
There should be speech bubbles above the head of the person who sent the message. It works for other MMOs.
In the item selection wheel, there should be an icon that opens a list of preset voice messages, like "I need ammo", "I need repairs", "I need backup", and "Follow me". These sorts of simple messages are not as good as a mic, but it does improve communication for those without mics.
Preset voice message requests (like an ammo request) should appear on the minimap as blinking friendly icons on the requester's location, so those who wish to help may find the requester. (I have a similar idea for changing the placement of Squad Commands wheel here) Another possible thing to consider is having the option to have the killfeed replaced with a text chat and requests feed.
To CCP: This is semi-related, but why is voice chat set OFF by default? Many like myself have made threads requesting that the default setting gets changed to ON, and I'm sure you guys have seen them before, you read the forums. Is there a particular reason why its best to have it off? |
Gengus Ra
Osmon Surveillance Caldari State
5
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Posted - 2012.10.09 23:29:00 -
[94] - Quote
I don't know about you guys, but I wish we could get a bit more SP for passive acts in-game. I may not be fairing well with headshots, but I'm doing a good job hacking, tracking, spotting, repairing, reviving, replenishing, assisting, and so on. Why can't those actions pay well too? They don't need to be exactly the same, but i figure if we got more for doing them we'd have more team-based players who help keep their teammates alive.
Just a request... |
Umbat Boki
Circle of Huskarl Minmatar Republic
157
|
Posted - 2012.10.10 07:13:00 -
[95] - Quote
A little update for ISK issue I wrote here about.
Yesterday I played two matches.
1st match: - I joined the match when both MCC shield where at about 95-100% - We lost the match - I earned about 550-600 WP - I was in the top of the result list (1-3 position) - I earned about 80k ISK
2nd match: - I joined the match when both MCC shield where at about 95-100% - We lost the match - I earned about 550-600 WP - I was in the bottom half of the list (thanks to WP boosters) - I earned about 40k ISK
Also I killed more merc in the first match (don't remember the exact numbers).
Therefore, It seems that number of ISK earned doesn't really depend in WP earned. It either depends on your position in the result list or number of mercs you killed. In both cases it seems wrong. WP is the measure of efforts you give to your team. More efforts should mean more rewards.
As for now number of ISK received after a match is really hard to predict.
I'm using militia-only gear. I buy everything on the marked because of restock prices bug. In the second match I tried to get our team a win and lost 13 dropsuits, meaning I spent more ISK then earn (militia-only gear, remember?).
PS: In my humble opinion, fixing restock bug should be as easy as changing several numbers in the code/config. This isn't as important as WP boosters bug, but could you hot-fix it please? It's annoying to buy items in the market. Thanks in advance. |
pavelexpertov
Algintal Core Gallente Federation
1
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Posted - 2012.10.10 23:45:00 -
[96] - Quote
Hi, i played the game with codex update for a while and then i thought of some issues that could be fixed to help the players enjoy the game more and not to get annoyed:
1. Restock When I created a basic fitting for my infantry, i noticed that when i restock the whole fitting, it will restock everything i have in the fitting. it's a bit annoying when you realise that you waste more money on the stuff that can have more quantity than other items quantity. For example, I have 100 dropsuits and I have 30 for each gun and module i put there and i would only be able to use 30 in battlefield (obviously!!), but when you restock the WHOLE fitting by two, the 30 quantity will become 32 while dropsuit becomes 102!!!! Devs, please, could you fix this issue so that people do not have to waste isk when they restock even if they have sufficient amount of dropsuits, modules etc.
2. Decision on universal voice pricing I did not try to universal voice speaker (yet), but wat i noticed that you charge people with aurum so they can pay you with cash. I understand that you can get profit that way, but it can put many players off due to the fact that they will think it's unfair coz every FPS has a free online voice chat that allows them to communicate. The solution could be that corps can afford to buy tokens and give them to the dusters so they can buy one if the corp is rich enough, otherwise you have to think about the pricing again, but just saying.
3. MCC ships should have some gunnery on board for dusters to use!!!! Maybe it will unbalance the gameplay but it could be fun for players to shoot some laser cannon at people from the air!!!!! It may sound like a gunship from armored kill (BF3 dlc) and it could be fun and spice up the experience!!!!, furthermore, the MCCs could float around so people can jump off them and get into battlefield quicker and having fun!!!!!
Other than that the whole update is great but still glitching lolz, hopefully game will come out great by december!!!!!!!!!!!!! |
Rhadiem
Algintal Core Gallente Federation
496
|
Posted - 2012.10.11 06:00:00 -
[97] - Quote
Some feedback (to be addressed, imo)
Scout side-strafing is nerfed too hard
Assault Rifles seem OP, might just be the Tactical AR, but in general they're really strong.
Militia Swarm Launcher seems too useful
The Caldari militia LAV needs to be free as well, for shield oriented people.
SP and ISK is very low, especially if you're not on the top 25%.
Related to that, entry level skills seem too expensive relative to income (dropsuits, for example)
Higher tier dropsuits would benefit from having small buffs to stats like precision or movement speed, etc. Perhaps tailored for that role of dropsuit. Small buffs per tier would give additional value. Bonus for having tweaks for each Type I and II of suit.
Runspeed for Type I / Precision, scan radius for Type II - scouts (as an example)
Afterburners for vehicles are all the same, no indication of boost given
Active scanner equipment is unclear on what it does. If it's working, it probably needs a big buff to make it useful.
Vehicles seem too fragile relative to their cost and SP investment.
We still want small pilot controlled guns on "dropships/gunships" before MTAC expansion ;) Helicopter style, in addition to Fighter jet style.
One of the new maps is very laggy at times, and might have a memory leak. (or it might exaggerate it's presence)
Ladders are amazing, as well as new buildings and such.
The map with B up on a hill is a too much of a Sniper fest.
Nice job fixing Mass Launchers. Simplification/clarity on aiming "scope" wouid be useful.
Mobile CRU's on LAV's don't give any SP.. haven't tested other vehicles with it.
Games where the MCU is nearly dead shouldn't allow new players to enter.
Precision strikes can get really spammy and annoying, even where there is no apparent "boosting".
I would prefer precision strikes to be limited to X times per squad per game. "Earning" them breaks the logic of the game universe. If you simply rationed them, it would seem to fit better. In short, they feel cheap and I'm not a fan of them as they are now.
Nice weather / mood improvements.
I'd like to see a slight buff to speed and "scan dampening value" (forget the name) for Scouts to better differentiate them from Assault suits, which are far more durable.
Give Heavy Dropsuits a light weapon slot instead of just a sidearm slot? This would make them more flexible in weaponry and more appealing to bring heavy firepower. Forge + Shotgun, or HMG and Mass Driver.. that sort of thing.
Overall, nice build from what I've seen so far, but definitely not "ready".
Thanks for listening. |
Alldin Kan
Imperfects Negative-Feedback
169
|
Posted - 2012.10.12 02:40:00 -
[98] - Quote
I'll keep this short and only discuss the problems I'm experiencing with HAVs.
1. I'm ok with the movement speed reduction, however, the reduction of the turning speed is crippling my tank. I'm unable to make tight turns without drastically slowing down (Speed boosters don't help).
2. The AV grenade landmines, though it's smart, is causing lethal roadblocks on various areas on the maps. Combined with a barrage of Swarms, the bad turning speed, and the restrictive SP cap, I can't seem to find a reason why should I keep trying to skill up on tanks.
To get a fully operational Black Ops HAV, I will need at least 4 weeks of time in the beta. By then, most players will have acquired the weapons to easily take it down and make my efforts seem meaningless. |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2012.10.12 02:53:00 -
[99] - Quote
Posting to voice my hope that the recent changes to Logi related gear/WP are a temporary stop gap while a real fix to farming is worked on, because as it stands the current iteration punishes legit Logi players for the exploit actions of farmers.
Plug the holes that allow exploits, don't throw the baby out with the bathwater.
0.02 ISK Cross
ps ~ Feedback thread from legit LogiBros regarding the logi system. https://forums.dust514.com/default.aspx?g=posts&t=39238&find=unread |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.10.12 04:09:00 -
[100] - Quote
Smooth consistent frame rate would be nice, this build lacks that. Traversal over sloped areas is also problematic. |
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Cerebral Wolf Jr
Immobile Infantry
760
|
Posted - 2012.10.12 13:16:00 -
[101] - Quote
Hey Cmdr_Wang,
Since i left my last lot of feedback my controller issues seem to have somewhat disappeared. The X/Y axis issues that people are having on the DS3 seems to be a bug as mine seems to have almost vanished over night last week.
I'm here now about something else i'm having a slight issue with, in Codex you changed the way that X/Y axis speeds worked based on aiming down sights and it's much, much better for CQC AR's however when using something like the Codewish, which i've been using the last couple of days it's far too sensitive, i was a big fan of the Codewish last build and having come back to it as soon as i was able due to SP limitations i've found it's much more difficult to use.
Originally it required considerable skill to use correctly and that was great but now it seems to difficult to use full stop at any respectable ranges.
Could you look at the way the camera works when aiming down sights again please and maybe scale it depending on the magnification of the zoom on a specific weapon?
Make it higher for lesser magnification and lower for higher magnification so that's at least possible to get a head shot for 50 meters because as it stands now, even if someone is moving towards me it's very difficult with it being so easy to overshoot the mark. |
Dragon Mauriticia
Circle of Huskarl Minmatar Republic
0
|
Posted - 2012.10.12 14:09:00 -
[102] - Quote
WOW....thats all i can say after a horrid last skirmish match. i joined a game, rather late, and found that the team i was matched to was getting pouned. now all the objectives were controlled by the other team, and our team was pushed back all the way to the red line. the other team proceeded to make vehicle runs into the redzone and attempt to run us over and kill what they could before they went back into the safe zone......not to mention all the snipers on the ridges spawn camping us....how is that 'fun'?? i would please ask that you guys work on the buffer zone from the main spawn points from the MCC, and most definately reduce the time limit, as nearly 20 seconds gives vehicles plenty of time to make strafing runs into the 'unsafe territory'.... |
Cerebral Wolf Jr
Immobile Infantry
760
|
Posted - 2012.10.12 14:35:00 -
[103] - Quote
The Skystrike cannon model has a bug, just north of objective C on the roof, you can fall though and get stuck in the building model. |
Dragon Mauriticia
Circle of Huskarl Minmatar Republic
0
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Posted - 2012.10.12 14:42:00 -
[104] - Quote
also i would agree with some other posts that some walking on the ridges is problematic in the fact that sometimes the character seems to get stuck and stutter, and i find myself being damaged like i just jumped off a cliff....not too good if im backing away from sniper fire, just to 'fall and die' from a six inch step...just sayin sometimes i receive more damage from this stutter than from jumping off of some of the buildings in the game.
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Dragon Mauriticia
Circle of Huskarl Minmatar Republic
0
|
Posted - 2012.10.12 14:42:00 -
[105] - Quote
that brings up another point concerning K/D ratios.... when i kill someone i get a K, when someone kills me i get a D, when i assist in killing someone i get nothing.... but if i fall, due to the above problem with the ridge traversal i still get a D....i understand jumping off a tall building or the MCC and dying, but this seems to inaccurately portray proper K/D. personally i feel K/D should be a combat related stat, not terrain related. |
Relyt R
Sinq Laison Gendarmes Gallente Federation
56
|
Posted - 2012.10.12 19:20:00 -
[106] - Quote
Some suggestions from me: -Return strafing as a viable thing, at least for scouts -Put turn speed limiters in place, especially on heavies -Return the balance that used to exist between heavies and scouts -Keep working on the terrain issues, getting stuck on some terrain and sliding on others hurts my gaming experience -Keep working on matchmaking issues, I know sometimes it can be very hard to find a game -Return us to E3 build but with the better hit detection -Undo a lot of the nerfs, because seriously, hit detection, grouping, and the new modules nerf many things indirectly -Count deaths upon bleedout rather than when you're downed -Make remote reps give WP, but so only so much can be gained within a certain time limit, low enough to stop farming -Keep up the good work gents I'll update this post if i think of anything else |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.10.12 21:11:00 -
[107] - Quote
Arbitrarily deciding that some days give more exp than others (the current weekly SP system) punishes those who can't play on certain days. The SP should start diminishing based on when you started to play. There really should be some sort of meter to tell us how much our SP bonus diminishes.
Also this:
Goric Rumis wrote: First, the LAV should probably be taking some damage, and I don't think it should instantly kill anything heavier than a scout. At least, it doesn't LOOK like the front of the LAV is weaponized, and if all you're doing is hitting someone at 40mph/65kph, it seems like the dropsuit would be capable of absorbing some of that impact.
Alternatively, you should be able to jump out of the way of a LAV with quick reflexes, even in a heavy suit. I have another thread about jumping/diving out of the way that suggests a balanced approach to this.
From my perspective, this just needs a nudge. People get war points for all kinds of things, and it's contributing to the battle just as much to kill someone by running them over as to kill someone with bullets.
Also, since all militia weapons on the market are no longer BPOs, they should all have militia versions. This way it will allow people to test weapons to see if they like them before making serious skillpoint investments, and it will also increase the overall weapon variety of battles.
Also, LAV controls are still terrible. Driving a real car is way easier that driving these virtual vehicles. They turn around unintentionally way too easily. Acceleration should be separate from steering. These vehicles seem like they are designed for flat featureless terrain even though our terrain is full of bumps and hills; it doesn't make sense why the vehicle would be designed this way.
Also, the swarm launcher missiles are often way too slow to ever hit dropships, but increasing the missile speed would make them way too effective against dropships. I propose that higher tier swarm launchers (advanced and prototype) should get a missile speed buff.
Also, sometimes drop uplinks disappear and get eaten by terrain when placed on sloped terrain. It starts sliding down, and after a while it just disappears completely. |
SuperSaiyan4 Gogeta
Sanmatar Kelkoons Minmatar Republic
9
|
Posted - 2012.10.13 01:23:00 -
[108] - Quote
The sensitivity is trash...lol, the aim assist doesn't do anything, no fine tune of aim whatsoever..., not possible to strafe with aim assist glued to the target, like in Halo 3...Shooting a strafer can fry 1 whole clip, due to aim assist & sensitivity issues, they can give EVERY single bullet you the works, AND PLEASE ALLOW US TO SELL OUR ASSETS!!!!!!! |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2012.10.13 09:17:00 -
[109] - Quote
Cerebral Wolf Jr wrote:The Skystrike cannon model has a bug, just north of objective C on the roof, you can fall though and get stuck in the building model.
I have also experienced this. |
SuperSaiyan4 Gogeta
Sanmatar Kelkoons Minmatar Republic
9
|
Posted - 2012.10.13 20:51:00 -
[110] - Quote
PLEASE FIX LAG & SENSITIVITY PROBLEMS!!!!! The fact that you can't kill people when you sneak up them is disappointing. Please turn on aim assist so snap kills can be a possibility. Melee doesn't work & sensitivity is janky. More ISK & more skill points need to be able to be earned after battles. It takes too long to get 787,000 ISK. Please fix these issues. Thank you. |
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SuperSaiyan4 Gogeta
Sanmatar Kelkoons Minmatar Republic
9
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Posted - 2012.10.13 21:00:00 -
[111] - Quote
Kain Gillian wrote:Agera 117 wrote:Please up the aim assist so we can do COD locks & snap-ons, please!!!! That would make kills that much easier to get. Thank you. I'm pretty sure it's not, but I hope this is a joke. NO. Just, NO. Please CCP, do NOT add any more to the aim assist. The more skilled marksmen should win the battle. Improve hit detection, perhaps improve the trajectory/projectile travel mechanics and distance, but do NOT add any more aim assist. Please no more twitch shooters. Well they should change the feel of the guns then because it doesn't, at all, feel ergonomic. It doesn't feel natural, like you're actually doing the aiming. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.10.14 01:23:00 -
[112] - Quote
The new industrial looking outpost map with the large tower in the center (not the cannon) needs to have its size restricted for Ambush. Currently its too big, I spend most of my time just running around looking for people to kill. |
BEAR AZGARDS
Namtar Elite Gallente Federation
37
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Posted - 2012.10.14 10:18:00 -
[113] - Quote
Deployment room glitch/bug, is getting worse! When people spawn into the deployment room, 1/3 of the people are about 2 feet off the ground, but now it seems like this is happening to 1/2 of the people, as they spawn in. This bug seems to happen once every 3 to 6 times.
Sound bug. While on the battlefield, I have noticed that some of the people on the ground, get a sound bug. Whether it be a panting of breath from running, when they are no longer running, to a gun shot happening, when they are no longer shooting their gun. It's happened to me, where I am no longer running, but I still hear the sounds of panting. It's happened where I can't hear it, but some of my team mates could still hear the sound of gun shoots coming from me.
Last bug to note, is when I am driving the starter militia LAV, the map starts to load in front of my eyes.
That's it. That is my weekly update on what I have noticed, bug wise. I do like though the new installation of ladders everywhere. I like how the you guys have smoothed out the terrain, and the ability of not getting jerked around when you get bumped. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.10.14 10:43:00 -
[114] - Quote
1 hit kill grenade, fine Instant detonation grenade, fine But not both. If the fused locus grenade is to not be a problem, its instant explosion ability needs to be balanced by lower damage so that 1 can be survived. This way the fused grenade will be useful as an extremely rapid way to substantially decrease an enemy's HP to make him easier to kill. Currently its 1-hit kill, and detonates instantly. Obviously that is pretty overpowered. EDIT: This applies to the thukkers also.
Loading screen images should be bigger, add a greater variety of them since there doesn't seem to be many. Show off some more beautiful screenshots and concept art. Maybe throw in some images of EVE ships with text explaining EVE-Dust connectivity. Maybe some images of planet with districts outlined, and some texts explaining the value of districts. |
Cal Predine
StarKnight Security
37
|
Posted - 2012.10.14 13:41:00 -
[115] - Quote
KAGEHOSHI Horned Wolf wrote:the swarm launcher missiles are often way too slow to ever hit dropships, but increasing the missile speed would make them way too effective against dropships. I propose that higher tier swarm launchers (advanced and prototype) should get a missile speed buff.
I certainly agree with this point - I've just been in a match with no fewer than 3 heavies, possibly even 4 (obviously getting this amount of AV firepower together is a very unusual occurrence) unloading barrage after barrage of swarms into a dropship, which kept flying away, repairing and coming back, time and again. It never even went significantly into armour!
I'm not sure about the proposed fix though - although faster missile flight is certainly needed (a passenger aircraft which can outrun missiles.... really? What happens when we get the Dust version of jet fighters?), limiting this to higher-tier equipment doesn't make the problem go away except for very experienced characters. Players will want to "dip into" an anti-armour role now and then, as it's not particularly a fun or helpful role to play when there are no vehicular targets on the map. You're not going to expend significant SP on an occasional-use skill, unless you're happy with your main role's skillset. That means that vehicles will remain free to decimate the field with impunity until the infantry gain a rather large amount of skillpoints.
And as for tanks - just forget trying to take them down, altough it's fun watching them run screaming as soon as they realise there is something on the field which can even damage them |
SuperSaiyan4 Gogeta
Sanmatar Kelkoons Minmatar Republic
9
|
Posted - 2012.10.14 16:01:00 -
[116] - Quote
KAGEHOSHI Horned Wolf wrote:1 hit kill grenade, fine Instant detonation grenade, fine But not both. If the fused locus grenade is to not be a problem, its instant explosion ability needs to be balanced by lower damage so that 1 can be survived. This way the fused grenade will be useful as an extremely rapid way to substantially decrease an enemy's HP to make him easier to kill. Currently its 1-hit kill, and detonates instantly. Obviously that is pretty overpowered.
Loading screen images should be bigger, add a greater variety of them since there doesn't seem to be many. Show off some more beautiful screenshots and concept art. Maybe throw in some images of EVE ships with text explaining EVE-Dust connectivity. Maybe some images of planet with districts outlined, and some texts explaining the value of districts. yep that would help with the storyline |
SuperSaiyan4 Gogeta
Sanmatar Kelkoons Minmatar Republic
9
|
Posted - 2012.10.14 16:03:00 -
[117] - Quote
BEAR AZGARDS wrote:Deployment room glitch/bug, is getting worse! When people spawn into the deployment room, 1/3 of the people are about 2 feet off the ground, but now it seems like this is happening to 1/2 of the people, as they spawn in. This bug seems to happen once every 3 to 6 times.
Sound bug. While on the battlefield, I have noticed that some of the people on the ground, get a sound bug. Whether it be a panting of breath from running, when they are no longer running, to a gun shot happening, when they are no longer shooting their gun. It's happened to me, where I am no longer running, but I still hear the sounds of panting. It's happened where I can't hear it, but some of my team mates could still hear the sound of gun shoots coming from me.
Last bug to note, is when I am driving the starter militia LAV, the map starts to load in front of my eyes.
That's it. That is my weekly update on what I have noticed, bug wise. I do like though the new installation of ladders everywhere. I like how the you guys have smoothed out the terrain, and the ability of not getting jerked around when you get bumped. Yeah, the controls for trucks and tanks need to be like BF3's big time |
cyrell ithikar
Crux Special Tasks Group Gallente Federation
2
|
Posted - 2012.10.15 00:01:00 -
[118] - Quote
I have a huge issue with the change that was made so that as soon as a hack has been started spawning at that location ends. It has made taking control of all the sites and camping a team into there base area far to easy. That should require a great degree of teamwork and tactics to accomplish. It happens far to often in to many maps
Cyrrell |
Scheneighnay McBob
Bojo's School of the Trades
1062
|
Posted - 2012.10.15 01:45:00 -
[119] - Quote
ARs
nuff said |
cyrell ithikar
Crux Special Tasks Group Gallente Federation
2
|
Posted - 2012.10.15 01:50:00 -
[120] - Quote
after playing more think you have broke more then you fixed! |
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