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Thread Statistics | Show CCP posts - 7 post(s) |
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CCP Cmdr Wang
C C P C C P Alliance
1876
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Posted - 2012.10.03 09:42:00 -
[1] - Quote
Hi all,
In order to help us better track issues in the Codex update, please post your feedback and comments in this thread. Thank you. |
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Blunt Smkr
Doomheim
62
|
Posted - 2012.10.03 09:58:00 -
[2] - Quote
Only issue i have with the new update is the invalid label error i get when tryin to join a match. seems to be really random too cause sometimes i have no problem getting into a match but like rite now i've been trying for awhile an still havnt got 1 match kinda sucks. other then that though i'm really enjoying the new update especially the new maps |
Ghural
The Southern Legion
63
|
Posted - 2012.10.03 09:59:00 -
[3] - Quote
Aussie player here.
Hit detection seems improved but not by much. Game experience seems really uneven: sometimes a match will be relatively lag free with good hit detection, other times it's crap.
With the item previews: can you make it possible to rotate the object on both x and y axis. Being able to zoom in would be nice. Could you also remove the blue filter that surrounds the item preview, as it often cuts off part of the model (guns with long barrels for example)
I've noticed that you are unable to restock a drop suit during a match if it contains an item that is not on the market, but is in your assets. The flux grenade is an example.
Fring missile from a vehicle is still inaccurate: the missile often appears to the side of the crosshairs. Also noticed that splash damage didn't seem to work at times.
SP farming is still occurring. Now that WPs appear on the skill board, it has become very obvious which players are doing this. |
eukesei GAC
Doomheim
4
|
Posted - 2012.10.03 10:18:00 -
[4] - Quote
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
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Drommy Hood
Tritan-Industries Legacy Rising
242
|
Posted - 2012.10.03 10:18:00 -
[5] - Quote
Laaaaaaaag, hard freezes, voice overs not finishing what they're saying, shooting people standing still capturing points at point blank with shotty multiple times and getting no detection, good half seconds where I change direction and I crash into stuff in front of me.
All in all, I'm having 0 fun after my first few matches, even the walk through video when you enter your quarters the voice was all screwed up.
My question is, is this new build woes? Is it something I'll have to learn to live with like last build and it will slowly get better until next build. If so be it i can suck it up untill such a time its fixed,
Or is my install completely and utterly kitten'd?
I ask because everywhere i look people are saying hit detection and lag are better than before? O am i just looking in the wrong places? |
Drommy Hood
Tritan-Industries Legacy Rising
242
|
Posted - 2012.10.03 10:23:00 -
[6] - Quote
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? |
Mitchman 514
Seituoda Taskforce Command Caldari State
26
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Posted - 2012.10.03 10:40:00 -
[7] - Quote
- Excessive WP exploiting by repairing vehicles in the red zone or similar. - Excessive number of OB, 2-3 dozen per match, can ruin the game. - The font in the result board after the matches and ingame during a match uses a unreadable font for the names of people. Use the normal font and cut off the names earlier instead, at least it's somewhat readable that way. This is with a 50" TV 3 meters from the screen. - When using the fitting screen, there must be numbers above the graph to show how much CPU and PG fitting the item would draw from the suit. It's really unintuitive and quirky as it is now. |
Nova Knife
Seituoda Taskforce Command Caldari State
789
|
Posted - 2012.10.03 10:53:00 -
[8] - Quote
I figured I'd spare you guys the massive 8 post megathread and condense a bit :(
My own initial impressions at least:
THE GOOD
Delighted you expanded on my namesake. Disgruntled that it no longer matches the killfeed. Inability to sprint while charging is iffy. Sprinting at reduced speed would make more sense.
Squad orders work like a charm now. No need to spam militia LAV's to set orders.
Hit detection/Movement changes seem better. I can no longer dance in the middle of a group of 7 enemies and kill them all without dying. I approve.
Female models are visually appealing but don't have different sized hotboxes. Purely aesthetic changes are good.
MCC spawning = Cool beans. Being able to just sit inside the mcc for the whole match and issue orders and relay intel via tacmap is pretty awesome (And lets me freeload SP off my compatriots while I forum warrior!)
THE BAD
Dropship maximum height seems a little iffy now. Preferred old build with much higher flight ceiling
Precision strikes are too easy to earn. Almost all game long all we see is nonstop precision strikes after a few minutes as all eight squads in a game start to call them down.
Nova Knives killfeed entries are inconsistent. When charged the killfeed lists [KillerName] ([Tier]) Nova Knives [VictimName] but whenever you click R3 without charging the killfeed lists [KillerName] Melee [VictimName]
Use of Nova Knives is also more awkward and overshadowed by the usefulness of a regular melee with a gun. Smacking someone with your rifle is faster and easier than swapping to knives, and does more dps than charging knives and more reliably at that! Lowering the regular melee damage to considerably less is in order I think. Also, a very small aim assist when using charged knives in very close quarters. It seems to try to lunge you at someone when you release the charge while the crosshair is red, but I've found that this lunge nearly always makes me miss and move past my target for some reason! I've found more success releasing the charge just barely before my crosshair is put on the target for when the knives swing. The lunge is nice, but adding a very small aim assist to it to allow it to actually track a moving target slightly. (Note: It should still be possible to dodge!)
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Cerebral Wolf Jr
Immobile Infantry
760
|
Posted - 2012.10.03 11:32:00 -
[9] - Quote
Mitchman 514 wrote:- Excessive WP exploiting by repairing vehicles in the red zone or similar. - Excessive number of OB, 2-3 dozen per match, can ruin the game. - The font in the result board after the matches and ingame during a match uses a unreadable font for the names of people. Use the normal font and cut off the names earlier instead, at least it's somewhat readable that way. This is with a 50" TV 3 meters from the screen. - When using the fitting screen, there must be numbers above the graph to show how much CPU and PG fitting the item would draw from the suit. It's really unintuitive and quirky as it is now.
All this, plus the control changes you've made are horrible.
LAG is disgusting.
Tac assault rifle is broken, i don't think the change was deliberate?
Corp member bug is very bad.
No kick from corp option for CEO/Director.
No Corp tax.
Looks very pretty though, love the new textures, especially on the riles and the new animations. |
Cerebral Wolf Jr
Immobile Infantry
760
|
Posted - 2012.10.03 12:08:00 -
[10] - Quote
How does the corp member bug fix work?
Cross posting from twitter so you don't tell me off again. heh. |
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CCP Cmdr Wang
C C P C C P Alliance
1876
|
Posted - 2012.10.03 12:12:00 -
[11] - Quote
Cerebral Wolf Jr wrote:How does the corp member bug fix work?
Cross posting from twitter so you don't tell me off again. heh.
Good boy
The corp skills were not being applied so that's why the number of corp members was limited to 11. If the hotfix works as planned, your corp skill bonuses should be working and you can have the proper number of corp members allowed. |
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Cerebral Wolf Jr
Immobile Infantry
760
|
Posted - 2012.10.03 12:14:00 -
[12] - Quote
Thank you very much! Hope you enjoyed your week off!
Are the changes to the Tac assault rifle deliberate and are the control changes deliberate or a bug? |
Umbat Boki
Circle of Huskarl Minmatar Republic
157
|
Posted - 2012.10.03 12:15:00 -
[13] - Quote
It isn't possible to change weapon/equipment by single-pressing R2.
Weapon/Equipment wheel has a delay to appear after R2 is pressed-and-hold.
After you selected weapon/equipment in Weapon/Equipment wheel by using right stick, you need to hold it in that direction and release R2 or release R2 and right stick simultaneously. This is bit uncomfortable. |
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CCP Cmdr Wang
C C P C C P Alliance
1876
|
Posted - 2012.10.03 12:19:00 -
[14] - Quote
Cerebral Wolf Jr wrote:Thank you very much! Hope you enjoyed your week off!
Are the changes to the Tac assault rifle deliberate and are the control changes deliberate or a bug?
We'll have to do more testing before we pass a verdict (don't want knee jerk reactions here) perhaps another player vs. dev event to see if it's borked? |
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CCP Cmdr Wang
C C P C C P Alliance
1876
|
Posted - 2012.10.03 12:20:00 -
[15] - Quote
Umbat Boki wrote:It isn't possible to change weapon/equipment by single-pressing R2.
Weapon/Equipment wheel has a delay to appear after R2 is pressed-and-hold.
After you selected weapon/equipment in Weapon/Equipment wheel by using right stick, you need to hold it in that direction and release R2 or release R2 and right stick simultaneously. This is bit uncomfortable.
We do plan to implement button remapping, so you can at least pick a different button for weapon switching, and we probably won't even charge you for it. |
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Cerebral Wolf Jr
Immobile Infantry
760
|
Posted - 2012.10.03 12:22:00 -
[16] - Quote
CCP Cmdr Wang wrote:Cerebral Wolf Jr wrote:Thank you very much! Hope you enjoyed your week off!
Are the changes to the Tac assault rifle deliberate and are the control changes deliberate or a bug? We'll have to do more testing before we pass a verdict (don't want knee jerk reactions here) perhaps another player vs. dev event to see if it's borked?
I wouldn't complain about that.
I've been thinking about the new FW stuff thats in and at the moment it seems to me like it's just a glorified way of making a staged match between 2 sides.
Are there any plans to expand on it? It feels kinda expensive and pointless at the moment. |
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CCP Cmdr Wang
C C P C C P Alliance
1876
|
Posted - 2012.10.03 12:25:00 -
[17] - Quote
Cerebral Wolf Jr wrote:CCP Cmdr Wang wrote:Cerebral Wolf Jr wrote:Thank you very much! Hope you enjoyed your week off!
Are the changes to the Tac assault rifle deliberate and are the control changes deliberate or a bug? We'll have to do more testing before we pass a verdict (don't want knee jerk reactions here) perhaps another player vs. dev event to see if it's borked? I wouldn't complain about that. I've been thinking about the new FW stuff thats in and at the moment it seems to me like it's just a glorified way of making a staged match between 2 sides. Are there any plans to expand on it? It feels kinda expensive and pointless at the moment.
There will be mroe iterations on that in the future. Remember, baby steps FTW. |
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HK-40
120
|
Posted - 2012.10.03 12:28:00 -
[18] - Quote
Still unable to download it due to what seems an incredibly unstable server. Previous 2 builds had problems but this is impossible.
https://forums.dust514.com/default.aspx?g=posts&t=38705&find=unread
Edit: I have emailed [email protected] about this issue already. Waiting for response. |
Cerebral Wolf Jr
Immobile Infantry
760
|
Posted - 2012.10.03 12:29:00 -
[19] - Quote
This is CCP, we're use to massive steps and then taking baby steps and months to fix what you broke when you put it in the first time. :D
You should give me a job, CCP Newcastle just turned me down for a QA position. I'd get things on track. |
Drommy Hood
Tritan-Industries Legacy Rising
242
|
Posted - 2012.10.03 12:31:00 -
[20] - Quote
Only ever had 1 problem with the original build, turned out to be my ps3's wifi connection.
Use an Ethernet. It increased my d/l speed by a factor of 5. And it stopped failing |
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Tech Ohm Eaven
L.O.T.I.S. Legacy Rising
401
|
Posted - 2012.10.03 13:13:00 -
[21] - Quote
CCP Cmdr Wang wrote:Hi all,
In order to help us better track issues in the Codex update, please post your feedback and comments in this thread. Thank you.
Kind Sir Philip Wang.
I was in a game yesterday where the use of Precision Strikes was close to non stop. The PS were obtained by enemy folks crashing LAvs in the spawn and then repairing the resulting damage to obtain WP to rain down non stop strikes on us.
The non stop use of PS renders the millions of SP to train tanks pointless as the HAVs are one shoted no matter the skill levels or HAV fittings not to mention the millions of ISK each fitted HAV costs.
Will there be a fix to SP/ WP abusers/farmers that rain down constant PS via the repair glitch??
Thank you. |
Umbat Boki
Circle of Huskarl Minmatar Republic
157
|
Posted - 2012.10.03 13:21:00 -
[22] - Quote
CCP Cmdr Wang wrote:Umbat Boki wrote:It isn't possible to change weapon/equipment by single-pressing R2.
Weapon/Equipment wheel has a delay to appear after R2 is pressed-and-hold.
After you selected weapon/equipment in Weapon/Equipment wheel by using right stick, you need to hold it in that direction and release R2 or release R2 and right stick simultaneously. This is bit uncomfortable. We do plan to implement button remapping, so you can at least pick a different button for weapon switching, and we probably won't even charge you for it.
The problem isn't in what button you need to press in order to change weapon/equipment. It's about how you use it.
In the Codex and in the previous patch I play Logi. It means I have 1 weapon and 2-3 equipments (depemnding on how much ISK I want to lose on my death ). I often need to change between weapon-nanite injector-repair tool-etc..
In the previous patch I had two options: 1) Single-click R2 until it circles to weapon/equipment I want. 2) Press R2 with pointing right stick to a direction where necessary item reside. It was a quick move and I achieved fast swapping between different equipments and my weapon.
In the Codex it works in the following way: 1) You can't circle through your weapons and equipments. As mercs wrote in my other post about the wheel (https://forums.dust514.com/default.aspx?g=posts&t=38730&find=unread), it seems you can circle only around your weapons and if you have an equipment in your hand, you swap it to your weapon. 2) There is a delay after you press-and-hold R2 and weapons/equipments wheel appears. Therefore i can't switch between my weapon and equipments as fast as I was able in the previous patch.
My usual weapon-equipment swapping in Codex looks like this: 1) I press R2 and then move right stick to necessary direction; 2) As there is a delay, my camera starts to move in that direction; 3) Then the wheel appears and I release R2 4) As I still need to hold right stick in the selected direction while releasing R2, my camera moves in that direction again.
This is annoying and in order to decrease camera movement I try to do it faster, predicting the delay and so on, resulting in doing wrong sequence and wrong weapon/equipment selection.
As I wrote, there is a thread where you can find some more feedbacks about the wheel.
The best way to understand this is to try to move on a battlefield while trying to change your equipments/weapons (select Logi for this) as fast as possible. |
Naturi Riclenore
BetaMax.
120
|
Posted - 2012.10.03 14:17:00 -
[23] - Quote
So I know how CCP wants this to be a "team effort" type game, but to be honest, this latest way it works does not work well with Pick up Groups (PUG, PUB, random people, etc...)
So with this build, it makes it extremely easy to be sniped by any newbie just starting. I'm not really complaining about that. The problem is trying to get random people to work together as a team, esp when
1. They have no mics and 2. don't care about teamwork 3. don't even know how the squad / team system works 4. just don't care (had to say it twice)
While this may be slightly OK for an ambush match, it does not even come close to working for a Skirmish match. With the last build, I could at least hold my own if my team / squad decided to ditch me for whatever reason, but this build i'm a sitting duck.
Personally, I tend to have to run randoms because by the time I get home from work, my corp is already all squad'd up. So I have to run randoms. Getting into a skirmish match, and seeing the SL not call in objectives, get an OB and not call it in, has no mic, and has VC turned off sucks for me. To tell you the truth, I had to ask what the commission points were for because until this past Saturday, I had NEVER seen them. That goes to tell you how well randoms follow orders.
Not to mention, for whatever reason, people seem to want to use me as a human shield (I'm in a logistics suit). Why in the world would you not want to protect your medic? Why use me as your cover? And now, since the W/L ratio has been added, I am being punished for running with a gorup of random people who don't care. I, for the first time, actually rage-quit a match yesterday because of this.
While I like the new tutorials, I really think there should be a tutorial explaining these aspects of the game. It's fine for probably low / null sec / FW where things need to be more organized, but in high-sec, which is where a lot of people will be, you're punishing people over something they have literally no control over.
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YoUnGcUz
Imperfects Negative-Feedback
67
|
Posted - 2012.10.03 15:32:00 -
[24] - Quote
Return skill point gain back to last build or this game will die fast on release. Not to many ps3 player fpser what ever u wana call will play for to long with it like this and yes i really like this game. |
S Park Finner
BetaMax.
89
|
Posted - 2012.10.03 16:13:00 -
[25] - Quote
On the 10/3 update... Looks like the ISK rewards are lower than yesterday. Does anyone else think so? I didn't think when they said they were going to fix them that they would get smaller :(
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Sin3 DeusNomine
Doomheim
142
|
Posted - 2012.10.03 16:42:00 -
[26] - Quote
The ceiling needs to go it effects drop ships in a negative way that forces them into heavy AV space AKA Ground instlations, Forge guns. Which have the ability to quickly pop a dropship.
Swarms still flip dropships upside down this build. making it very hard to do any pick ups because of swarms either fliping you or slamming you into the ground. |
Kyromus Lyndis Kytaar
Internal Error. Negative-Feedback
27
|
Posted - 2012.10.03 17:01:00 -
[27] - Quote
The new anti MMC cannons have collision detection issues, causing jumping, flying, falling, damage. Also related to them, still having some issues firing through the gaps in them. Example sniping someone though it wont work.
Tactical Assault Rifle is way over powered. I've just started using it after getting creamed by someone using it and I've been leaving a trail of bodies in my wake greater than the standard. The scoped in sort of jerky feature makes it sorta balanced? Ish...
Hitting the weekly cap in a day is kind of an issue... Most people have some sort of weekend, and hitting the cap, which is less than 1 mill is kinda wonky... Skill points getting reduced to <1000 is laughably silly, no matter how well you perform.
Still having some troubles with Nanite injectors. Works most of the time though.
The weapon wheel, you kinda screwed up. It's not as responsive as the first two builds, if I held the button in the other builds, quickly moved to the desired spot and released it was a rapid snap to responsive system. It is now less responsive and clunky. It takes quite a bit more time/effort and yeah, very clunky.
Precision strikes. You over did it, made them extremely easy to acquire, removed any chance of someone noticing it and being able to get out, increased the radius. Increased radius is great, but it is far to fast. Or you could alter them, same radius as before with current speed. It feels overboard and unbalanced. I was in a squad simply killing, my squad leader got 12. He spent half his time calling in strikes.
Where are the heavy female models? >.>
I love the laser rifles, thank you for those. They are functional, work well. They have a good nitch.
I've noticed after Corp battles the battle finder gets really wonky. I've inferred there might be some programming/coding issues coordinated between the two?
Also periodic points of drastic frame rate reduction that resets seem to be solving. Been getting like 5 fps, squad mates get it occasionally as well. 5 point maps are pretty terrible lag too, usually unplayable.
Anyway that's all I have or have remembered. Keep up the good work! <3 |
Fivetimes Infinity
Immobile Infantry
1086
|
Posted - 2012.10.03 17:03:00 -
[28] - Quote
Hit detection is still an issue for me. I play as a sniper exclusively, so I can really tell when it crops up, because I'll get the blue shield flash on a target and yet do no damage. I am noticing that this issue still exists and occurs at least once a game for me. That said, I seem to notice it far less on moving targets this time. It is enemy snipers I am noticing this with the most, where they are not moving and yet are entirely immune to damage. They'll even look around as I'm putting rounds into them, searching for me as I empty kill shot after kill shot into them to no avail.
Speaking of which, excellent change to sniper rifle power. Making these weapons weaker has helped make one-hit-kills far less common, which is good for everyone in the game. |
Eskel Bondfree
DUST University Ivy League
76
|
Posted - 2012.10.03 17:33:00 -
[29] - Quote
The new mouse sensitivity is way too high, just like it was way too low last build.
Seriously, with my 800 dpi MX510 mouse, I can barely walk in a straight line, even with sensitivity at 100 (which supposedly gives the lowest sensitivity in the traditional sense) and mouse smothing turned on. However, that doesn't count for the y-axis, because there sensitivity seems to be half or even less than that of the x-axis.
Another issue with mice: when using extreme low dpi settings on my G500 (200-400 dpi), I start to get severe input lag. Severity of the input lag seems to correspond to the number of people and amount of map geometry I have on screen. Basically, it feels like now I get input lag where last build I got unplayable frame rates. I don't know if that only happens on low dpi settings, or if it's simply not recognizable since I already make a 360 spin by just slightly moving the mouse at 800+ dpi. |
Mitchman 514
Seituoda Taskforce Command Caldari State
26
|
Posted - 2012.10.03 17:44:00 -
[30] - Quote
Just to give an example of the WARRIORS exploiting flawed game mechanics:
https://dl.dropbox.com/u/3522383/WP_000471.jpg
That left the rest of us got far less ISK reward than we would normally get, even though we won without these free-riders. Getting cut off from our deserved reward is annoying. |
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Villanor Aquarius
Shattered Ascension
79
|
Posted - 2012.10.03 18:34:00 -
[31] - Quote
My biggest beef with this build is the strange player impacts. When friendlys run into me I get weirdly stuck by them or bounced around. It's like bumping in EVE but no bueno here. Earlier I had no arms for some reason. My weapon was there, my injector was there but no arms.
Also I really wish the cycle equipment with R2 was back. Maybe make an option in controls where you toggle whether it includes equipment or not. Or an option in the fitting where you can set each piece to be part of the rotation or not.
It's just too hard to get out my nanite injector.
Also the sp gain where it is no is great. I really like it as before it felt like I was gaining skills too fast and now it feels meaningful as I have to work for those SP and the passive SP is more significant.
Overall i like the current SP. Great build CCP. |
From Costa Rica
Grupo de Asalto Chacal CRONOS.
66
|
Posted - 2012.10.03 20:04:00 -
[32] - Quote
Only two troubles, spanish voice is missing words... example: (translated) Objective ..... is been hacked by the enemy. Clone reserves at ........,
Also, VIOLETN, AGRESSIVE lag on the 5 letters maps, to they point of not been able to play, or move, or even exit the game... Just wait until it crashes. |
Absolute Idiom II
BetaMax.
68
|
Posted - 2012.10.03 20:25:00 -
[33] - Quote
The most immediate fix you could implement would be to bring back quickswap.
Before I used to be able to cycle through my weapons/equipment but now I have to hold up the radial menu and choose the item instead. |
Alldin Kan
Imperfects Negative-Feedback
169
|
Posted - 2012.10.03 21:22:00 -
[34] - Quote
CCP Cmdr Wang wrote:Hi all,
In order to help us better track issues in the Codex update, please post your feedback and comments in this thread. Thank you.
The main issues I'm currently facing are the following:
1. Orbitals are quick to obtain and are nearly unavoidable. These strikes are meant to be used as a necessary push in combat, not to be the main factor that determines the victor.
2. SP cap is needs to be of 1,500,000 SP or more, we cannot fully test a game this way. At release of game, it should be at least 1,000,000 SP maybe more depending on the player's attention span.
3. Strafing speed needs to be slightly increased. In scenarios where I'm confronting multiple enemies, survival is unlikely if I'm an easy target. NO MODULES. |
steadyhand amarr
Imperfects Negative-Feedback
338
|
Posted - 2012.10.03 21:45:00 -
[35] - Quote
Absolute Idiom II wrote:The most immediate fix you could implement would be to bring back quickswap.
Before I used to be able to cycle through my weapons/equipment but now I have to hold up the radial menu and choose the item instead.
iv not had that issue in fact qucik swap has been working a little well for me :P, nothing like throwing out a nanohive instead of a pistol :P |
Cerebral Wolf Jr
Immobile Infantry
760
|
Posted - 2012.10.03 22:03:00 -
[36] - Quote
YoUnGcUz wrote:Return skill point gain back to last build or this game will die fast on release. Not to many ps3 player fpser what ever u wana call will play for to long with it like this and yes i really like this game.
I think its still too high personally. I've got almost 1.3m SP and i've not played much at all. |
BEAR AZGARDS
Namtar Elite Gallente Federation
37
|
Posted - 2012.10.03 22:42:00 -
[37] - Quote
I have noticed the land is a bit easier to walk over, no sudden jerks as if a bungie cord has yanked you back a foot or two, also, I have yet to get stuck "falling" on land. More details to come, as I cross them. Otherwise, the majority of what people have said before me, is correct.
I am not enjoying the amount of times I get an "invalid" bug when looking for games. As well as the bug where a game starts, but the countdown is already at zero, and the game instantly ends anyway. Will everyone having 0/0 game score.
Like the fix on the snipers though, and definitely am enjoying the newly placed ladders, as well as the rails being taken away. One question in which I have though, is why does it seem like the amount of ISK given in a game, has been lowered? |
Daalzebul Del'Armgo
D3LTA FORC3 Orion Empire
48
|
Posted - 2012.10.04 01:05:00 -
[38] - Quote
not sure if posted but vech modules the 3rd module you have to push left to get the one on the right to work it's backwards. |
Umbat Boki
Circle of Huskarl Minmatar Republic
157
|
Posted - 2012.10.04 06:01:00 -
[39] - Quote
It's hard to afford even militia items. I use SkinLogi (the one that's reward for corp battles and is free) with Mass Driver (don't have militia version) and all other militia items. It costs me about 14k. For full match I receive only from 50k to 100k ISK and this value seems to not scale well with WP earned. One battle I received about 300 WP and earned ~50k ISK, the other one I received ~1k WP and earned about 60k. However, in order to get more kills in the second battle I died more and ended up with negative income.
It should be fine that I need to farm in some low grade dropsuites in order to afford the best one, but in the current state I need to farm in starter fittings in order to afford militia gear and I has never been in to bottom of the list (usually somewhere in the middle), hence someone play even worse than me.
UPD: I forgot to mention that it seems that amount of ISKs gained after a battle has decreased since yesterday (03.10.2012) patch. When I played on Tuesday evening (02.10.2012) I usually received more than 100k and I played worse than yesterday. |
Tony Calif
Seraphim Initiative. CRONOS.
2002
|
Posted - 2012.10.04 10:30:00 -
[40] - Quote
Get reading CCP
https://forums.dust514.com/default.aspx?g=posts&t=38832&find=unread
https://forums.dust514.com/default.aspx?g=posts&t=39048&find=unread
Basically Precursor had great gameplay. That has changed for the worse. |
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CCP Cmdr Wang
C C P C C P Alliance
1876
|
Posted - 2012.10.04 10:48:00 -
[41] - Quote
Umbat Boki wrote:It's hard to afford even militia items. I use SkinLogi (the one that's reward for corp battles and is free) with Mass Driver (don't have militia version) and all other militia items. It costs me about 14k. For full match I receive only from 50k to 100k ISK and this value seems to not scale well with WP earned. One battle I received about 300 WP and earned ~50k ISK, the other one I received ~1k WP and earned about 60k. However, in order to get more kills in the second battle I died more and ended up with negative income.
It should be fine that I need to farm in some low grade dropsuites in order to afford the best one, but in the current state I need to farm in starter fittings in order to afford militia gear and I has never been in to bottom of the list (usually somewhere in the middle), hence someone play even worse than me.
UPD: I forgot to mention that it seems that amount of ISKs gained after a battle has decreased since yesterday (03.10.2012) patch. When I played on Tuesday evening (02.10.2012) I usually received more than 100k and I played worse than yesterday.
One of the changes in Codex is that your end of match rewards are now partially affected by the length of match, so if you only played part of a match, your reward will be less than if you played a full match.
keep up the feedback, we are looking at them and will review your comments. |
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Cerebral Wolf Jr
Immobile Infantry
760
|
Posted - 2012.10.04 11:49:00 -
[42] - Quote
can we get some more information on how the SP changes work specifically? I've no intention of starting a flaming war or anything on the forums but the information would be very useful and allow us to know what the caps are, how they are actually working and if there is in fact a hard cap in place etc and having this information would allow us to test is better as well. |
San guin
Doomheim
3
|
Posted - 2012.10.04 11:49:00 -
[43] - Quote
not sure if this should be posted here or in bugs section but anyway ive found that while restocking some items individually within dropsuit fitting some of the items cost more than they do if you purchase them directly from the marketplace e.g. miltia shield recharger cost through restock = 2450 isk cost on marketplace = 450isk ive seen this with the militia assault rifle as well, i think its charging you for the basic version instead of the militia version, ive been seeing this since codex launched so it not just a one off |
Ire's thug
GunFall Mobilization Covert Intervention
272
|
Posted - 2012.10.04 12:41:00 -
[44] - Quote
The dust in dust is ruining dust!
Any time I join a match with sand storms and hop into a vehicle there is a 80% chance I'll get kicked and a 90% chance it lags so bad that driving a vehicle is paramount to a death sentence .
Also adding the height restriction is a bad idea. I understand the reasoning and hope this is a quick fix ans you guys have something better planned to adress this issue |
Aeon Amadi
Maverick Conflict Solutions
1003
|
Posted - 2012.10.04 15:32:00 -
[45] - Quote
CCP Cmdr Wang wrote:Umbat Boki wrote:It's hard to afford even militia items. I use SkinLogi (the one that's reward for corp battles and is free) with Mass Driver (don't have militia version) and all other militia items. It costs me about 14k. For full match I receive only from 50k to 100k ISK and this value seems to not scale well with WP earned. One battle I received about 300 WP and earned ~50k ISK, the other one I received ~1k WP and earned about 60k. However, in order to get more kills in the second battle I died more and ended up with negative income.
It should be fine that I need to farm in some low grade dropsuites in order to afford the best one, but in the current state I need to farm in starter fittings in order to afford militia gear and I has never been in to bottom of the list (usually somewhere in the middle), hence someone play even worse than me.
UPD: I forgot to mention that it seems that amount of ISKs gained after a battle has decreased since yesterday (03.10.2012) patch. When I played on Tuesday evening (02.10.2012) I usually received more than 100k and I played worse than yesterday. One of the changes in Codex is that your end of match rewards are now partially affected by the length of match, so if you only played part of a match, your reward will be less than if you played a full match. keep up the feedback, we are looking at them and will review your comments.
As San said this is pretty much 100% a bug. The restock prices don't match their market values so a lot of people are spending thousands more than they should. |
Black Ninja09 Antares
L.O.T.I.S. Legacy Rising
11
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Posted - 2012.10.04 16:53:00 -
[46] - Quote
I have noticed an issue with snipers being able to kill a heavy with over 800 points of armor and over a 100 points in shields with a single shot! I have looked at the damage that the sniper rifles do, as I also run a sniper myself, and a sniper should not be able to one hit kill a heavy with this much armor and shield points! It makes using a heavy suit pratically useless.
Also, the SP & ISK rewards at the end of a match should be closer to the last build. I had a match that I had 10 kills and 0 deaths and only got around 7000 SP and 40,000 ISK! With the rewards being so low it is very difficult for all of your testers to replace suits, modules, equipment, and weapons unless you use Aurum items only. I understand the need for an SP Cap, but in this build the Cap is way too low and shouldn't last for 7 days before the Cap is reset. The Cap lasting for 3 days before reset would be more resonable and I believe a lot of other testers would agree with me on this issue. |
Black Ninja09 Antares
L.O.T.I.S. Legacy Rising
11
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Posted - 2012.10.04 17:00:00 -
[47] - Quote
A new Bug?? I have been kicked from several matches, along with my entire squad, and recieved no SP for the part of the battles that we were actually able to participate in! In the Patch notes, it states that we will recieve SP for the portion of the battle we were able to participate in before we were kicked out of the battle due to a bug or something. This is not occuring, I always check the amount of SP I have before I go into a battle to see what I need to increase whatever skill I am currently working on, and once kicked from the battle the SP that I had before the start of the battle remains the same. |
Black Ninja09 Antares
L.O.T.I.S. Legacy Rising
11
|
Posted - 2012.10.04 17:08:00 -
[48] - Quote
Shotguns are way to over powered!! Based on the damage listed for each shotgun, a heavy suit that has full shields and full armor should not be able to be killed with a single shot by a shotgun. I use a shotgun on occassion myself and I even feel that I should not be able to one shot kill an enemy heavy. Hopefully this will be fixed before the game releases, based on the amount of shields and armor a heavy suit has (if made properly), and the amount of damage listed for the shotguns, a one shot kill should not be possible. |
crazy space
ZionTCD Legacy Rising
879
|
Posted - 2012.10.04 18:28:00 -
[49] - Quote
CCP Cmdr Wang wrote:Umbat Boki wrote:It's hard to afford even militia items. I use SkinLogi (the one that's reward for corp battles and is free) with Mass Driver (don't have militia version) and all other militia items. It costs me about 14k. For full match I receive only from 50k to 100k ISK and this value seems to not scale well with WP earned. One battle I received about 300 WP and earned ~50k ISK, the other one I received ~1k WP and earned about 60k. However, in order to get more kills in the second battle I died more and ended up with negative income.
It should be fine that I need to farm in some low grade dropsuites in order to afford the best one, but in the current state I need to farm in starter fittings in order to afford militia gear and I has never been in to bottom of the list (usually somewhere in the middle), hence someone play even worse than me.
UPD: I forgot to mention that it seems that amount of ISKs gained after a battle has decreased since yesterday (03.10.2012) patch. When I played on Tuesday evening (02.10.2012) I usually received more than 100k and I played worse than yesterday. One of the changes in Codex is that your end of match rewards are now partially affected by the length of match, so if you only played part of a match, your reward will be less than if you played a full match. keep up the feedback, we are looking at them and will review your comments.
Then why aren't we placed in new matches....... |
BEAR AZGARDS
Namtar Elite Gallente Federation
37
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Posted - 2012.10.04 20:23:00 -
[50] - Quote
deployment room glitch? Lately, I have been seeing people spawn in the deployment ready room, and they are about 2 feet off the ground. this happens once every 3 or 5 times, and there is always more than one person. |
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suicidal driver
Osmon Surveillance Caldari State
0
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Posted - 2012.10.04 20:57:00 -
[51] - Quote
AR sights are much better than the last build, but not quite there yet :( Not liking the controls for vehicles at all. If the controls were more like regular driving game controls I be a lot happier. Just a thought
Love this build guys ;)
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Ire's thug
GunFall Mobilization Covert Intervention
272
|
Posted - 2012.10.04 21:04:00 -
[52] - Quote
Pulling up to a building before the textures fully load and trying to land on it with a drop ship will make you fall through the world. I gotta say, besides the polish I'm not really enjoying this build. The pre req skills in the market are obnoxious, interconnectivity with eve players isn't there yet (main selling point IMO) I'm getting more disconnects and hard crashes then ever before, sounds for the shotgun and mass driver still need equalization, equipment/gun switch functionality is clunky and slow, and move support is terrible and inaccurate. Sorry for all the negative feedback but this build sucks on so many levels. I could go on but most everything else I've seen bug reports on. In keeping with the space fairing tradition of redunantcy I'll will state it again...
Besides polish codex build sucks. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
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Posted - 2012.10.05 01:33:00 -
[53] - Quote
New outposts, and new environmental effects and colors are amazing. Keep bringing the color.
Strafe speed is TERRIBLE. Please increase it. Seriously bad.
I spend my time from the beginning of a battle to the end of a battle. I perform pretty much the same as the previous build, and still, I only make a fraction of the SP and ISK I use to make. Few battles ago, I got 13 kills and 6 deaths in Skirmish, and barely made 80k ISK. I know its not impressive by a lot of people standards, but usually I got over 100k from something like that last build. Initial SP bonus should start out much higher so it doesn't get so low so fast.
There are Skirmish battles that are completely one sided in which the losing team just get red-line camped. I'm guessing the overuse of the precision strikes fueled by SP/WP-farming.
Precision strikes are not too powerful, but need a cooldown time, and a higher WP requirement. Precision strike kills should not count as kills since the squad leader isn't actually doing anything but select an area on the map; it should be reclassified as something else yielding 15 war points per kill. The entire squad should get points for the precision strike kills since getting the war points to get it was a TEAM EFFORT, not just the squad leader, so it doesn't make sense to only reward the squad leader. Points from precision strikes should not count towards getting more strikes, or else it could lead to a vicious cycle of strikes.
Ambush spawning still sucks.
Laser rifles are fun, but underpowered. They operate only at mid range, but mid range is also the assault rifle's domain, and most of the time an assault rifle user will kill a laser rifle user because of how quickly assault rifles do damage. Laser rifles need a big range buff to truly be effective. Making their damage the same regardless of range would really help them not be terrible.
Assault rifles have no real weaknesses, they should have more recoil to balance them against other weapons.
Assault rifles aside from the basic variants need to be looked at. Aside from the obvious bug with the tactical rifle being automatic, the burst rifle being 7 round bust is a bit excessive; it takes away from the control of the player. Please consider a 4 or 5 round burst instead.
With the current nova knives, its pretty much impossible to hit a moving target because the charge doesn't hold while running.
Oh! I almost forgot. Please get rid of the ceiling, dropship pilots have things hard enough as it is. |
Ghural
The Southern Legion
63
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Posted - 2012.10.05 08:40:00 -
[54] - Quote
Please do not increase strafe speed again. It gives players with a high ping a chance. The strafing thing is still pretty stupid. Running around in circles in front of a HMG shouldn't allow players to avoid all damage. And looks terrible. Player models should at least hunker down when under fire.
I have had a couple instances of a scout teleporting from from spot to spot which I presume is due to lag.
Also noticed that players near the edge of the view distance slide along the ground still.
the lav seems easier to control now which is nice.
I can't stand the low Rez lightning effects. Especially when one strikes near you. It looks terrible.
I had once instance of being unable to hack an installation. The progress circle would get halfway and then vanish and reset. I simply could not complete it ( i was not under fire).
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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
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Posted - 2012.10.05 09:20:00 -
[55] - Quote
There seems to be no difference in strafe speed between different suits. A scout strafes just as slow as a heavy, and strafe speed is basically the only defense that the scout had in a gun fight, and now its gone. This isn't just a preference issue, its also a balance issue (poor scouts). I'm fine with taking damage slowing down strafe speed, but strafe speed being terrible by default makes it nearly impossible to evade hits, and leaves only bunnyhopping as an option. Without a good evasion method, gunplay is really oversimplified; it just comes down to who shoots first basically without any skillful maneuvering involved. |
Jedd Brown
Villore Sec Ops Gallente Federation
20
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Posted - 2012.10.05 11:52:00 -
[56] - Quote
After this build I see in every battle graphic bug. Everyone in distance are not afected by "distance fog" or something like that. I'm not sure it's good words for described issue. To be more precise: when you look form distance at any object you'll see dimnishing but pllayers are not affected. |
Nova Assassin
0
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Posted - 2012.10.05 16:55:00 -
[57] - Quote
Nova Knive kill are quite rewarding, but really need all of the above things mentioned by Nova. With the new hit detection, collision with other players causes some strange bouncing and ghosting that makes knives hard to use. Also the 2 hit animation when using the charged knives seems off. I'm not sure when the actual damage is being done and if both hits have to contact the enemy to count. Sometimes a player won't be moving and I'll release a charge on him and he won' t lose any health, turn around, and shoot me in the face. |
RedBleach LeSanglant
Pink Fluffy Bounty Hunterz RISE of LEGION
136
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Posted - 2012.10.05 17:09:00 -
[58] - Quote
This build is a welcome change.
Good: Fem Suits: great to have that diversity - and perfect the way they are Graphics are beautiful Hit Detection is up New weapons are fun and unique - Laser rifles (specializing in decimating shields) Random Universe spawning? or just changes to old maps. New Maps New environment effects
Issues: Detecting enemies through cover with their little overhead triangles. Checked on stats and whether or not they should be detected, other teammates in the area to see them, no one using the new sensor item, etc. I just feel that if I can see them, regardless of cover, then they can see me - and that is not so great.
Controls feels slowed - R2, Grenades, etc. - making a quick reflex save improbable.
Bumping into teammates makes u stuck and loose all sense of placement.
Original spawns seem open to fire still, besides the precision strikes, several times (luck of the draw I guess) the team was killed inside their safe zone - perhaps a dedicated covered bunker installation or something more creative would solve it.
Farming is only a problem now, and may not be when WP will be used for other things like calling in Intallations, HAV,/LAV/Dropships/etc. But are there any other ways that would tame the WP giant besides justnerfing WP gain? (which would cause people to do it more?) You certainly have your work cut out for you on this issue.
Nova knifes, I feel need some love. The lunging is not so great but ok, more of an issue is the damage - I know it can be buffed with modules, skills, etc. but IMHO it should start out with greater damage as in the beginning both the MELEE and the NOVA knife have the same damage and the bonus lunge is not enough to justify it's use. Perhaps boost the damage to 200 (round number) to iterate how a blade makes the arm wielding that much more dangerous - not just the same as if the arm pistol whipped them.
My biggest issue was not being able to repair certain items. Several times now I have not been able to repair an installation. Installations were Turrets (i went over every foot of that thing to get a lock on, to no avail) and a supply depot or two.
IMHO Laser rifle distance - it may not be what you planned but I feel that Laser rifles should have a longer range (I have the sharpshooter skill) to be in between a Med-Long range as well. Love that it works at short distance as well. |
Immortiano Dranon
Zumari Force Projection Caldari State
179
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Posted - 2012.10.05 17:20:00 -
[59] - Quote
*Zoomed kick has been decreased on all sniper rifles
Through that, the sniper rifle has become better than the tactical AR. Everyone and their mother is now sniping. I sprinted across the map and saw 20 (twenty!) sniper shots fired towards me in less than 5 seconds. I changed to sniper and killed 3 guys in less than 5 seconds. Thank you for ruining DUST once more.
P.S: thank you for also ruining weapon switch using the wheel (my camera moves before the wheel appears) |
J'Jor Da'Wg
KILL-EM-QUICK RISE of LEGION
648
|
Posted - 2012.10.05 17:25:00 -
[60] - Quote
Hit detection and stability is vastly improved, nice work. Keep polishing!
ARs could use a nerf for recoil, would make it more of a skill to manage higher recoil.
Laser Rifles need a big buff, but I havent used them so I can offer no specific suggestion.
Nova knives should be able to be charged while running. Swipe radius and reach needs increased. Default melee with weapon butt could use a nerf to make the nova knife the feared melee of choice.
I can't wait until corp battles and such are fully implemented, but currently I cannot join my corp in EVE due to SiSi not being up.
OBs need a cooldown for being able to use it again.
SP/WP farming - self inflicted and team inflicted damage on a player or vehicle should not award SP/WP when being repaired. SI & TI damage would still be repairable, just offer no rewards for doing so, making SP/WP come from bring in battle primarily.
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Aphex De Baal
D3LTA FORC3 Orion Empire
9
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Posted - 2012.10.05 22:42:00 -
[61] - Quote
It's getting almost impossible to play with Skill Booster/cheats. Some are even saying they're helping CCP?!?!
I've wasted so much ISK replacing that I'll soon be back to basic Militia kit going against suped up Skill Booster, it really isn't worth my time grinding away again.
It's a shame because the game is looking great, but give arseholes a chance to be arseholes and they will ruin it for everyone else. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.10.06 01:27:00 -
[62] - Quote
About the laser rifle attribute stats, they leave a lot to be desired:
It doesn't say if the damage is the minimum or the maximum damage. It doesn't tell the rate of damage increase for continuous fire. It doesn't say the rate of fire. Yes I know its a laser beam and all, but there is clearly a rate that the magazine (or power cell) depletes when it is fired non stop. "seize time" is not the best choice of words, seriously, what is seize time?. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
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Posted - 2012.10.06 01:44:00 -
[63] - Quote
This isn't specific to Codex, but the HUD is lacking.
There should be an optional squad list on the HUD that tells you the health status of your squad members. The general direction of all squad members should always appear on the HUD. The squad leader should have a special symbol above his head visible to the squad, so that the squad knows who to follow. There should be indicators informing you of who is talking. When incapacitated, there needs to be an indicator on the minimap that shows friendly nanite injector carriers.
Overall, I feel that the game is close to being ready for release gameplay-wise (but please fix the strafing). |
Agera 117
7
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Posted - 2012.10.06 17:19:00 -
[64] - Quote
This game needs a graphics and sensitivy update, because both are out of whack. The graphics: Ugh. The sensitivity: X is 6x greater than y. Ugh. Can you please address these issues promptly, please? Thank you. |
Agera 117
7
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Posted - 2012.10.06 17:21:00 -
[65] - Quote
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. |
Agera 117
7
|
Posted - 2012.10.06 17:23:00 -
[66] - Quote
BTW, I know how to play without aim assist but it would make the game smoother, much, much smoother. |
Velvet Overkill
Seraphim Auxiliaries CRONOS.
104
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Posted - 2012.10.06 22:07:00 -
[67] - Quote
Positives The new signature modules, animations, new and improved effects, improved terrain maneuvering of the mercs, more accurate hipfire on assault rifles, crouching increases accuracy more, laser rifles, being able to more easily set objective, and reviving hitbox improvements are really awesome changes. :D
Problems Voice chat is set to off by default.
Nova Knife regular melee seems underpowered and not being able to hold the charge is bad. We should be able to hold the charge while running for 3 seconds. Running up behind somebody, charging the knife then walking up to a moving target to knife takes a long time. Almost everyone that's not sniping sprints when they can. Its more effective to sneak behind people and shoot them than to swap to a melee weapon. Normal melee without the nova knife is much more resourceful.
Can't restock my fittings to a certain number like in the E3 build. It was really useful and fast.
The assault rifle is far too useful at everything: sniping with no recoil, killing people with shotguns or SMGs at close quarters, and being the best medium range weapon. A simple fix would be to add some recoil and possible reduce the damage of every tier AR by 2. When recoil is added to ARs, remember to decrease it when crouching.
Making strafing speed of all dropsuits the same as the slow heavy was a bad move. Sure the scouts could strafe pretty quickly but thats not the reason why they couldn't get hit, it was the hit detection and their hitbox problems. Since that and hit detection was mostly fixed and hit fatigue was added, there's no reason to nerf strafing, because scouts could never move strafe faster than bullets. Scouts are way too easy to kill. In real life, people who are fit and skinny don't strafe the same speed as someone who is more overweight.
The starting SP amounts are far too low and the low SP limit makes people not want to buy boosters. The ISK rewards are terrible and it's hard to profit from using 5K+ dropsuits.
Playstation Move is still not a viable control option for people using vinilla move or sharpshooter. The X and Y turn speed options are gone, there isn't a ADS turn speed option, ADS turn speed is too slow, the deadzones settings don't actually work, they box should represent how far you have to move the controller to initiate turning. The jitter is ridiculous and makes ADS even more useless. Having to swipe my controller to melee is not preferable for me, stabbing forward is to melee is a much better solution. People with sharpshooters can't effectively swap weapons in battle, we need the ability to remap controls. There needs to be an option between having a detached scope view and normal scope turning. This and that thread has feedback about the PS Move problems and possible solutions.
KB+M has input lag and there needs to be sensitivity, speed, and also acceleration settings.
I was really looking forward to having the wobbling HUD from 3 builds ago back.
Getting precision strikes and farming warpoints is far to easy to exploit. Increase the war points required and or put cooldown that affects the entire team. For example, each team can only use a strike once every 4 minutes. War points earned from strike kills should not contribute to obtaining more strikes. Kills from strikes should only count as assist and the whole squad should also get an assist for every strike kill, since it was their collective war points that led to the squad leader obtaining the strike. This thread had those great solutions for dealing with the precision strike abuse. As for SP farming, people can get points for damaging a friendly vehicle constantly and repairing it for endless points. Also people can damage each other's vehicles and not get penalized then repair each other's vehicles for group SP farming. No WP should be awarded for repairing a vehicle not damaged by enemies and damaging someone else's vehicle in high sec with collision damage should have some kind of penalty.
There is no incentive for using higher tier nano-injecters or repair tools. Higher tier injecters and repair tools reward the same amount of points as lower ones. Repair tools give points on time spent repairing instead of armor hitpoints repaired, so having crappy repair tools is more rewarding. This thread discusses some problems and solution.
The frame rate on 5 point maps can be extremely low and effect every other match.
Dropship pilots need an indicator for when someone is locking on and how many missiles are targeting them. There needs to be an option to lock and unlock dropships to your squad only and to eject other passengers atleast after landing.
Logistics LAVs are underpowered.
No scrambler riffles yet :( |
Velvet Overkill
Seraphim Auxiliaries CRONOS.
104
|
Posted - 2012.10.06 22:16:00 -
[68] - Quote
The new mass driver animations and sound effects are perfect :D
The new tutorials were good additions, but there needs to be one where the player is set into a training area to practice the game mechanics such as using the command wheel, piloting dropships, and much more.
A lot of the passive modules just say "passive" in their attributes and nothing more. Signature information for dropsuit fittings, depleted shield recharge time, and effective range of weapons are missing. There seems to be more missing information everywhere.
There should be a video about the fact that this game is under NDA.
I still spawn in front of enemy groups in ambush. |
Ghural
The Southern Legion
63
|
Posted - 2012.10.07 02:42:00 -
[69] - Quote
Just had a match that featured a blood red sunset and a low lying mist. Very atmospheric. Can we have rain next?
Another bug I have encountered is I occasionally run into an invisible wall. My character will shudder and wobble randomly on the spot (and may drift off in one direction)
One amusing bug that happened recently was I jumped into a turret, and was able to watch my character slowly walk away into the distance. When I left the turret the ghost self disappeared.
I've also noticed that some players are somehow able to get vehicles under the buildings where they farm war points and call in OB |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.10.07 06:29:00 -
[70] - Quote
Player on player collision needs to be looked at, right now its... weird. |
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Zat Earthshatter
Osmon Surveillance Caldari State
304
|
Posted - 2012.10.07 06:38:00 -
[71] - Quote
Solution for WP boosters - from the comments, most of it is LAV repairing. All that needs to be done is to only give WP for repairing enemy damage. That should fix most of it.
Move fixes - Like the stabbing-forward melee gesture Velvet suggests, should be much more stable for the shooter. I have no experience with the Sharpshooter, but it does seem the pump-action (if that gives input) would be a good weapon-swap mapping, holding it forward to open the radial menu. |
Kevall Longstride
DUST University Ivy League
71
|
Posted - 2012.10.07 10:26:00 -
[72] - Quote
Please open Sisi asap.
There are prepared corps for Dust wanting to be activated on it. And I thought that Codex was all about the corp integration.
Cheers. |
Moonracer2000
Subdreddit Test Alliance Please Ignore
314
|
Posted - 2012.10.07 16:48:00 -
[73] - Quote
A huge improvement from the previous build. Positive: -I get far less stutter during matches. -Enjoy being able to choose ambush or skirmish -New maps are great
Negative: -I get damage indicators every time an ally bumps into me, which is confusing and makes me concerned for when friendly fire is active. -Matches still don't matter -No militia HMG -still take damage from short falls |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.10.07 18:54:00 -
[74] - Quote
https://forums.dust514.com/default.aspx?g=posts&t=39999&find=unread |
Cal Predine
StarKnight Security
37
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Posted - 2012.10.07 21:01:00 -
[75] - Quote
Lots of good stuff in here guys...
- New maps are great,
- I love the new lighting and atmospheric effects you've added to represent different stars and planetary types.
- The greater use of vertical space with the long ladders is great for snipers, and gives a great feeling of fighting for significant industrial assets.
- Glad to see Move control has gotten some of the attention it so desperately needed (when zoomed). I've not yet had the chance to test it fully, but look forward to it.
- Great to get on-board the MCC, even if only as a spawn point in the moon-pool room (for the moment, at least )
- I've yet to have a crash requiring a hard reset and subsequent disk-scan since the update.
Sadly, there's some stuff which is quite comprehensively broken.
- KB+M control - the loss of gain in the Y direction appears to have been rather over-done, and makes tracking enemies through the more vertical play areas at best a real chore, and often impossible. It's so bad, I often literally can't track fast enough to follow someone climbing a ladder!
- Mouse control appears to have been re-designed so your cross-hair leaps from one side of the enemy to another, without ever being able to actually get it to settle on him... This never used to happen, in fact it almost feels as if mouse control is now there only to fulfil a marketing promise, without actually being usable...
- The soft chuffing sound the assault rifles now make doesn't really represent an awesome plasma-casting weapon which a normal, unshielded mortal couldn't even wield - it feels like a toy. Similarly, taking fire could do with being rather more obvious and (dare I say) frightening.
- Reward and pricing is pretty badly out-of-true. In some ways this incentivises spending AUR to buy kit, in the hope that it will buy some win and so increase reward. However, I for one certainly wouldn't want to spend real money on a round of the game until I feel that it's a game of skill, rather than chance, which leads me on to...
...Some stuff I was hoping to see changed which hasn't
- Lag. It's still very much there. Some games are fine, some I even feel the enemy is lagging and I'm not. Largely, though, it just makes it unpleasantly random to play. My experience during peak playtime (UK) is pretty bad. I can actually chart my effectiveness rising and then falling again as the lag fades and returns over the course of a number of games. I still maintain this is the single biggest show-stopper the game faces at the moment, and (great though the new stuff is) would gladly exchange the new bells and whistles for a game where I felt I was fighting the enemy, not the console.
|
Isis TICK
2
|
Posted - 2012.10.07 21:22:00 -
[76] - Quote
There is an issue with the limited amount of ISK you earn from each game.
I understand this is linked to the length in time you play in the match but there should also be a sizable WINNING BONUS.
A winning bonus would really incentive players to focus on not just WP and Kill Count but also being victorous in addition to the contract amount, which should be a base amount for just playing in the match.
|
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.10.07 23:31:00 -
[77] - Quote
Long frame rate drops is a serious issue. It doesn't happen often to me, but when it does, it makes the game unplayable. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.10.07 23:32:00 -
[78] - Quote
I have a solution to make the Nova Knives useful. I also posted about it here: https://forums.dust514.com/default.aspx?g=posts&t=40087&find=unread
Right now, there is no point in using the Nova Knives. The shotgun fulfills the purpose of close range one-hit kills better than the Nova Knives, and can be used at greater ranges than the Nova Knives. Basically, why bring knives to a gunfight? The Nova Knives are not as reliable for 1-hit kills as a sneaky shotgun to the upper body. A militia shotgun is not only more useful, but also actually cheaper than the cheapest set of Nova Knives.
An element of stealth and detection from gunshots would greatly improve the usefulness of the Nova Knives, regular melees, and other possible future melee weapons. I propose that nearby gunshots fired in one's radius shows up on one's minimap as well as the HUD overlay. The radius of detection can be around 20 meters, and maybe depend on skills, and equipment relevant to stealth and sensing. This means if you sneak up behind an enemy, and fire your gun close to him, you will be detected.
How is this relevant to Nova Knives you ask? It would make them useful; Nova Knives are not guns, therefore do not fire, and will not be detected. In such a stealth system, Nova Knives would be the perfect stealth weapon because one could use it to kill people from behind without being detected.
Such a system would open up the possibility for a new variant of guns; stealth guns. A stealth variant of a gun could remain undetected while firing within the outer region of the gunshot detection radius, but not everywhere within the radius. Example: A stealth variant SMG can fire within 20 meter detection radius of an enemy, and still not be detected by the enemy's suit, but if the stealth SMG if fired within 5 meters of the the enemy, then the person firing the stealth variant SMG would be detected. |
sendeth
KILL-EM-QUICK RISE of LEGION
45
|
Posted - 2012.10.08 00:49:00 -
[79] - Quote
lav controls are still really, really bad. i hate to bring up halo warthog controls, but there is no point in fixing what isn't broken. halo got the warthog controls right. change them to that style and people will start loving the lav.
scout suit is almost useless <-----my biggest complaint
taking the ability to spawn at an objective being taken over has removed a lot of the fun and most tense battles. please rethink this.
thank you for listening about spawning in the mcc, freaking awesome btw |
|
CCP Cmdr Wang
C C P C C P Alliance
1876
|
Posted - 2012.10.08 10:12:00 -
[80] - Quote
Hi all,
Just a quick update to keep you all posted. We have gathered a lot of good feedback on issues in Codex and will be implementing hotfixes in the very near future to address the most vexing issues first. Chief among them is the WP farming issues and orbital strike spamming, so expect a hotfix on that soon.
We are working our way down a laundry list of bugs and issues so please bear with us as we work towards addessing these issues in the coming week.
We want to thank all of those who have been reporting issues on Codex constructively thus far. As always, your comments have been invaluable. Thank you and keep up the good work. |
|
|
Vrain Matari
ZionTCD Legacy Rising
404
|
Posted - 2012.10.08 11:43:00 -
[81] - Quote
CCP Cmdr Wang wrote:Hi all,
Just a quick update to keep you all posted. We have gathered a lot of good feedback on issues in Codex and will be implementing hotfixes in the very near future to address the most vexing issues first. Chief among them is the WP farming issues and orbital strike spamming, so expect a hotfix on that soon.
We are working our way down a laundry list of bugs and issues so please bear with us as we work towards addessing these issues in the coming week.
We want to thank all of those who have been reporting issues on Codex constructively thus far. As always, your comments have been invaluable. Thank you and keep up the good work.
We knew you peeps were on it, vacation or no.
Precision strike those bugs/sploits/issues, commander! |
Kazeno Rannaa
Seraphim Initiative. CRONOS.
145
|
Posted - 2012.10.08 14:58:00 -
[82] - Quote
WHAT is the issue with the forums, that when I use quik reply and spend the time to type out extensive reports, that is ******* deletes my entire reply??????
I just typed out a report on issues with this build and now it hasn't even posted and I am ******* PISSED OFF!. I thought you fixed this CCP. I thought it was supposed to save drafts. Why do I spend the time to give you my observations and feed back when the forum mechanics delete them?
How is it with each new build, the things that FINALLY got fixed, become even more broken, items and issues that were fine begin to fail, and I feel like there was no internal play testing and research done before releasing the build?
It seems that this build has regressed back two build to the issues of frame rate, lag, memory bleeds, and general lack of playability here in the US. Especially everyone that I have played with from the west coast seems to suffer some of the worst instances of these issues.
WHY??!!?? |
Kazeno Rannaa
Seraphim Initiative. CRONOS.
145
|
Posted - 2012.10.08 16:05:00 -
[83] - Quote
Since my last listing of current issues and feed back was erroneously erased, I guess I will begin again. Now I will start with those issues that I find are adversely affecting the game play. Afterwards I will address those things that I am pleased to see in this current build versus other builds.
To begin, Problems:
WEAPONS:
There are still issues with fact that there is a general inconsistency with weapons, their stats (in comparison to the level of the weapon, i.e., standard, advanced, and proto) do not translate to usability or a desire to use them. Specifically the difference between the 'Blindfire' and the 'Killswitch' ARs and why the 'Stormside' Roden is not on the market. The only difference between the 'Blindfire' and the 'Killswitch' ARs are the facts that the 'Killswitch' has about a 0.5% increase in accuracy at the cost of an almost 40% increase CPU and PG. WHY? This same kind of issue was also spotted by myself in the areas of the advanced to proto sniper rifles and the new laser rifles (standard to advanced). I have heard of similar issues with other weapons, yet since I do not spec into them as of yet, I do not have the premise to speak about them.
DROPSUITS:
Where are the AUR Type II, shield tanking suits at? And what the hell happened to the strafing speed? The nerfing of this particular stat and ability (especially those that operate the Scout suits) has been the biggest kick in the balls yet. It makes me ask; what is the point of having the different suits when they have the exact same strafing speeds and turning speeds? If you wanted to play heavy and have all the extra armor, you should suffer the movement penalties. That made sense to me. If you wanted to have speed, you gave up general face to face survivability. Want to play middle ground, play as an assault. Now, EVERYONE is pretty much in an assault or heavy suit. NOT FUN, and now variety as to how I can rework an engagement to come out on top. If I pull the trigger second, I am DEAD first. This becomes an issue of who has the better gear, or twitch reactions.
ENVIRONMENT:
Why do I still trip and get stuck on the smallest of environmental effects and features?? I can't count how many times I have died this build, not because some one was better than me, but because some how a pebble kept me from moving, or the general proximity of a friendly stopped me. Next thing I know - DEAD!.
Also, the more complex the environment, it sees the higher amount of frame rate drop and possible memory bleed that is corrupting the packets being sent between players and the server. It's another case of the "AWESOME STAIRS" from the first build. Also a case of two steps forward, and three to four back. BUMMER!
RADAR:
The radar/mini map SUCKS! My radar can't even detect when I have OPFOR (Oppositional Forces, i.e., the ENEMY) when they are standing right NEXT TO ME. What is the point in having it then?????? What is the point of fighting in the future with all the advances that are being portrayed in this game when the KITTEN radar is SHITE.
LATENCY/LAG/FRAME RATE:
Well I would need days to talk about this, so I will cut it short. On the west coast of CA, it seems to be especially bad. And even more so if I get thrown into an EU server. Then I just want to pull out what little hair I have left on my head (which would be impossible since I shave it!!!). This leads to stuttering, both in the VO and the frame rate which leads to abounding frustration. NOT COOL!. |
sendeth
KILL-EM-QUICK RISE of LEGION
45
|
Posted - 2012.10.08 20:00:00 -
[84] - Quote
KAGEHOSHI Horned Wolf wrote:This isn't specific to Codex, but the HUD is lacking.
There should be an optional squad list on the HUD that tells you the health status of your squad members. The general direction of all squad members should always appear on the HUD. The squad leader should have a special symbol above his head visible to the squad, so that the squad knows who to follow. There should be indicators informing you of who is talking. When incapacitated, there needs to be an indicator on the minimap that shows friendly nanite injector carriers.
Overall, I feel that the game is close to being ready for release gameplay-wise (but please fix the strafing).
it would also be nice to be able to issue squad orders without bringing up a map. should be able to aim at a spot/thing/person and choose attack, defend, rally, etc. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.10.08 20:42:00 -
[85] - Quote
sendeth wrote:KAGEHOSHI Horned Wolf wrote:This isn't specific to Codex, but the HUD is lacking.
There should be an optional squad list on the HUD that tells you the health status of your squad members. The general direction of all squad members should always appear on the HUD. The squad leader should have a special symbol above his head visible to the squad, so that the squad knows who to follow. There should be indicators informing you of who is talking. When incapacitated, there needs to be an indicator on the minimap that shows friendly nanite injector carriers.
Overall, I feel that the game is close to being ready for release gameplay-wise (but please fix the strafing). it would also be nice to be able to issue squad orders without bringing up a map. should be able to aim at a spot/thing/person and choose attack, defend, rally, etc.
You can, press R2 + R3 |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.10.08 20:52:00 -
[86] - Quote
If tactical AR will remain fully automatic, please add a new single-fire variant. |
I-Shayz-I
ZionTCD Legacy Rising
172
|
Posted - 2012.10.08 20:54:00 -
[87] - Quote
To make things simple, I'm not going into detail, or organizing these very well. It's just off the top of my head.
-Tactical AR is great. Don't change it. The fact it has less rounds, but still is automatic makes it more "tactical", and that's good. -Basic AR is still too accurate at long ranges. I can snipe snipers with it. That's just...no. -I like being a medic, but I hate not being rewarded very much for armor repair. You get more points by letting them DIE and reviving than helping them live >.> -I did really good in a match killing lots of people with my starter fits, got 800 wp and 60k isk. I did really good in a match as a squad leader getting 2200 wp and 130k isk by doing nothing but setting objectives to defend people. I did really good in a match as a medic healing and reviving every other second with my expensive 40k outfit. I got 500 wp and 35k isk. WTF -HOLY **** THE MASS DRIVER WORKS <3 -Nano injectors work so much better -Militia items should be significantly worse than a regular version, and not just in terms of cpu/pg. Examples are AR with wider spread, sniper with horrible kickback, shotgun with less damage, etc. -The best profit gain is to use starter fits, that's kinda sad. -Where are all the tanks? oh wait, they're expensive and risky to use. -I have all this awesome rare loot and.......I guess my character likes shiny things because he won;t let me sell a level 5 scout dropsuit that I will never use. -Heavies seem a lot more difficult to kill, and much more scary. I like this. -30% of my weekly sp gain is from passive sp, thanks to decreased active sp gain and decreased sp cost for skills <3
So far I'm really happy with the update, and am very impressed with how hard you guys work to provide us with such an awesome game. |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2012.10.09 00:49:00 -
[88] - Quote
Codex Impressions
Needs Improvement
- Weapon Select wheel. Under the current system selections are often lacking precision and if made while moving usual cause the character to veer in the direct of the item/weapon selected.
- War Point system for Nano Injectors and Repair Tools still awards WPs at a higher rate to those using *lower* level gear. 'End of cycle' rewards for the Repair Tool seem to still be in effect.
- ***Farming*** This adversely effects game balance both in and outside of matches making testing more difficult Example: PS may actually be fine at their present rate but farming spam of PS makes some matches unplayable. Match rewards are also skewed, awarding 7k War Points to someone who never left the 'Red Zone'. (I know you're already on it :) just needs a mention)
- AR vs Sniper Rifle balance. ARs are now frequently more effective at sniping and counter sniping than the sniper rifles. Likely an issue of excessive range on basic AR types.
- The 5 objective maps have extreme frame per second drops rendering them unplayable (~1/3 of the time for me)
- I've passed through the walls around objectives and fallen through the roof on buildings.
- Squad Leaders awarded kills for PS strike use, squad awarded nothing (suggest change to both leader and squad only getting assists)
- Still getting deployed into unwinable matches in progress
- Spawn mechanics are still poor often resulting in death on spawn (sometimes before the interface even loads the battle map fully). In short the problems in prior builds have been exacerbated by the changes to strafing/movement.
- Ability to Hack and target with Squad Orders deployible equipment (Nano Hives, Dropuplinks etc) to enhance tactical and team oriented game play (suggested such hacking require a Codebreaker, likely of a more Advanced Meta level)
- Nano Injector targeting still needs improvement.
Positive addition
- Enhanced 'New Player Experience'
- Improved skill requirements in the Market
- "Drop In" from MCC is a lot of fun :)
- New maps are great (addition of ladders adds a nice element to tactical play)
- INVALID is gone \o/
- Movement over uneven ground seems much improved :)
- Selection of match type \o/
- End of match 'leader board' now displays and is ranked by War Points (a most welcome change)
- New intro is polished/nice. I've gotten positive responses towards it from people who haven't played Dust (or EVE for that matter).
- System for deleting characters is much improved (decreased chance of accidental deletions).
- New female Merc suits (more visual diversity is always welcome :) ).
- Nano Injector targeting seems improved over last build.
- Hit detection is much improved, thank you :)
- Heavy suits seem improved. Tougher and a more frequent presence on the field.
The "As Intended?" list
- Meta 1 Mass Drivers 'one-shot' Type I Scout suits
- Scouts seem to lack a fully fleshed out battlefield role in the current build (Assults suits are often seen as better for sniping, Assault/Heavy are better in close quarters, the actual act of scouting awards no War Points). I wonder if this is as intended due to the possible addition of cloaking bonuses when cloakes are added.
- PS currently add War Points to the pool for gaining another PS thus causing a 'domino effect' increasing their use substantially end match.
- Active Sensors seem to give no feedback when/if working.
- 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.
|
Isis TICK
2
|
Posted - 2012.10.09 04:38:00 -
[89] - Quote
While running in a female merc, the audio for the sprint is a male grunt. That needs a new audio update. |
Kain Gillian
Villore Sec Ops Gallente Federation
3
|
Posted - 2012.10.09 04:46:00 -
[90] - Quote
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. |
|
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
|
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
|
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
|
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
|
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
|
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
|
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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Onar Kion
Dark Horizon Industries
26
|
Posted - 2012.10.15 11:02:00 -
[121] - Quote
It's been a while since I've posted, have had the worst summer. So forgive me for not reading through every post, or asking a question that has been asked.
Things I've noticed, I've trained weapons up, weapon sharpshooter. I got a Breach Assault Rifle, but for some reason it's like none of my up skiling seems to work for that weapon. It's like I am shooting marsh mellows at them. Where the standard rifle I get hits, the burst rifle I get hits, the Breach Rifle nothing happens, the range seems to be shorter the damage seems to be far less (for me).
Lag which other people have stated, a few games I had to quite because I could barely move, or use the menu screens in battle. But I was able to die with 100% efficiency.
Switching to equipment seems kind of awkward now. I throw down Nanohives when I want Injectors.
How do salvage get rewarded? I was in a battle that last long then usual it seemed I actually did pretty well, was at the top of the score board. Yet my ISK was kind of low, my skill points where so so, and no salvage. I play another game, little wait before it puts me in the game, I don't even get to spawn. I see the map for a split second then it says Defeat. Yet I get more ISK, Skill Points about the same, and I get two things of salvage...? When I didn't help in that battle at all.
Being a squad leader, unless I am missing something, I have no clue that I am squad leader. I have to go to the map and try to select a target to see if it works or now. Switching to the map seems to have long delays. A quicker method of picking targets. Also I find it odd that 20,000-30,000 years in the future, that our MCC can't visually see fixed structures on the ground. And can't relay that information to the squad leader. It only seems to show A, B, C, D, etc. Orbital Strikes is there a trick to it? I've gotten the queue that I can now use them but I can't seem to get them to work. And I can't see the fixed structures that aren't A, B, C, etc. When I click the button I just get Rally, Defend, but no strike.
Weapon Rigging hope comes in to play, so I can have different optics, grenade launchers, different ammo types (like in EVE). So my ammo types will effect my weapon differently aside from my skill books, again like in EVE.
Steering in free fall from the MCC.
I like skirmish games, but something I find odd is the whole MCC concept. Why? I mean I know it's for game mechanics. But in the future why would I call in a strike from EVE players to hit a bunch of little guys. In reality I'd say shoot the bug slug looking ship that is hovering above us! I think MCC seem kind of silly, it should be about getting land, taking land. It's odd to me that is is about a unarmed ship that floats above you. Maybe no MCC's (just talking here) where you capture land, then land has a timer that it can be recaptured in a set amount of time. Before moving on to the next. This would push the players in together. Where maybe the objectives you can only take one at a time, but the side objectives turrets, clone stations, weapon stations can be taken and recaptured like now.
Maybe deployment is one team drops from space, and the other team starts on the ground. We already know there are invisible space ships above us, because we call support from them, they drop equipment off. Even in the intro movie the Amar have cargo ship make a low pass dropping guys off on to the field.
If there are going to be MCC's, how come dropships can't spawn from them? So we can load up in the MCC and fly down to the battlefield.
Would like to see missions like refered to in the movie shooting rogue drones, maybe pirates, NPC forces from factions. Just for the ISK, were you can squad up, or platoon up with friends. You won't earn war points, but you will earn ISK. Like in EVE having different levels to them, and you can still lose your equipment and will tell need different tech levels for higher missions. I know several people that like first person shooters, but aren't in to competitive play. They like the co-op games, this would be fun to run missions for the sake of ISK.
Are there going to be bigger maps? Right now you can spot a drop ship easily. I want to fly a DragonFly! :D
More equipment, binoculars!
I know I am a minority but I'd like some modes that don't have a set clone limit, take hours to play out. But you can come and go doing the battle, you get the credit for what you did. To feel and see the push and pull over a long battle. This mode is not about staying for the whole thing (but you can if you want).
Will we be able to make equipment? Like in EVE nearly everything you can use in EVE has a blueprint you can make. It is just the time you want to invest to do it. Or am I going to have to play my EVE guy with the sole purpose of making ISK, so my Dust guy can use the money?
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I-Shayz-I
ZionTCD Legacy Rising
172
|
Posted - 2012.10.16 01:34:00 -
[122] - Quote
So I just played a match where I literally didn't do anything at all except run around in my LAV waiting for people to show up. By the time people actually showed up, I decided to keep running around in my LAV being a good squad leader.
I got a total of 0 kills, 1 death, and 150 WP being at the top of the board with only 3 people on my team and 2 on the other. I also spent the entire time in that match.
Ended up getting 80k isk and 11k sp.
I hope this feedback helps in some way. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.10.16 23:51:00 -
[123] - Quote
If assault rifles get some sort of nerf (like more kick), take into consideration that the breach AR is inferior to the basic AR, so spare it whatever nerf you might do, or nerf it to a lesser degree than the basic AR variant.
You guys have a tendency to overnerf things sometimes, please don't do anything too harsh when rebalancing. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.10.17 00:53:00 -
[124] - Quote
Min Rei Rei wrote:Okay, I'll get this out of the way: I'm a sniper. That guy who's taking potshots at you 500+m away and 1/2/3-shot'ing you and probably causing some form of "WTF" as a consequence? That's me. If it make you feel better, I prefer counter-sniping (they're easier to headshot).
Something I'm noticing when I'm sniping is that there are shots where I'm clearly hitting the target, but not seeing a hit marker or reduction in health. There's some kind of bright-blue flare (shield?) where it hits the person, but there is no damage. I'm wondering if this is a bug or if this is some kind of equipment or other module that is causing this.
On a semi-related note, I'm noticing that when I have my "cross-hairs" over a soon-to-be-dead guy who's making the mistake of not constantly moving around there's a percentage that pops up under their health bars. What does that percentage correspond to? Exposure? Chance to hit? Stamina? It's just a minor question.
Sorry if these have been answered, but several searches didn't pop up anything.
Thought this might interest you guys. |
DUST Fiend
Immobile Infantry
1904
|
Posted - 2012.10.17 01:47:00 -
[125] - Quote
I posted this in a separate thread, then realized you aren't supposed to post lists >_< Hopefully it's alright to post this here.
- Melee is still too close. Maybe consider adding in the slightest jolt forward when you melee, to make melee a viable emergency option
- Floating mercs in the War Barge. When initially loaded, sometimes mercs just float a few feet above ground
- Grenades don't like to be thrown when told. Sometimes I have to pull the trigger two or three times to get them to throw, other times I need to hold it down and wait for the grenade to pull. This also occasionally happens to equipment
- Issuing Rally orders with R3 and pointing often causes the rally point to appear in the middle of nowhere / off the map. It seems that it doesn't register elevated terrain or something
- Lag is much more frequent for me this build, specifically in Skirmish. Some of the 5 point maps cause me to crash, and have unbearable lag
- Swarm missiles fly to the back of dropships, and then home in. They should follow the shortest path. I haven't bothered with dropships this build, but if swarms still rock the boat too much, that should really be toned back a bit.
- Orbital strikes were way too frequent, now they're far too infrequent. You used to make way too many *** for squad orders, now you don't make enough. The radius on squad orders used to be too wide, and now it's too small
- Militia Vehicle Module BPOs are far too cheap for AUR, please consider introducing some form of scaling when it comes to price on things like this.
- The general pace of the game feels a bit too slow right now. Perhaps the tiniest increase to strafe speed, and definitely consider adding in more movement types, such as dodges, rolls, and crouch runs. It would be so cool to dive for cover or roll out into the open on one knee and just start killing or dieing >_<
- SP limit is great, though it needs to be more even. Right now, you get a ton of SP on your first day or two, and the rest of the week you get nothing, it just really takes away incentive to play. Also consider raising ISK rewards a little bit, or finally give us the option to sell all that loot you're making us horde >_<
- Lots and lots of invisible walls. I seem to be getting hung up all over the place, primarily on any kind of incline, though it's happened on flat terrain as well. You'll just be walking, and then you stop, and can't move
- Collision with other dropsuits is horrendous. If you so much as touch an ally, you both get caught up in each other, causing your screens to shunt about as you both get pushed against and away from each other. This is very very bad.
- Laser rifles seem just a bit too niche. Maybe toning back their damage just a hair and giving them more ammo / longer heat buildup would help to make them more of a support weapon, instead of a weird AR that sucks at close range
- Tanks sometimes fly up into the air when coming into contact with things on the ground. Somewhat rare, but I've seen it a couple times now
- You really need to be able to switch characters without having to completely exist from the game, this should be a no brainer
- Textures sometimes take a while to load, making every thing look very pasty
- I still say ARs need a bit more kickback. I'm pretty garbage with them, but I still get descent kills and I literally have 0 SP invested in them. With skills, I can see why this is by far the preferred weapon of the game. It just needs some form of drawback, and a bit more kickback is probably the best way to do that.
- Please add at least one more round to the Breach Shotgun, or give it faster reload, it's such a sad little thing right now
- Mass drivers may need their damage toned back just a hair now that they have the increased splash, and the fact that they finally seem to be functioning
- Sometimes the map doesn't fully load, and has big white squares with diagonal lines throughout
- WHY YOU BLOCK OFF SIDES OF WARBARGE CCP!?!?! I miss my window =_=
- HAV turning and acceleration is really low, cripplingly so for armor tanks
- Forge guns should probably have a little falloff damage at extreme ranges
- Nanohives and drop uplinks sometimes disappear temporarily
- Snipers should probably never completely lose sway
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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.10.17 03:29:00 -
[126] - Quote
I agree with everything DUST Fiend said except for the mass driver thing. That is an amazing list compiled. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.10.17 23:53:00 -
[127] - Quote
1_ For the sake of weapon variety on the battlefield, I suggest all weapons should have militia variants. Militia variants are no longer BPOs so I see no harm in it. It would be especially good for testing weapons.
2_ I think the ability to disable some HUD options would be nice. Things I would like to turn off: Point pop ups (I don't need to see +50 to know I got a kill, and I can check warpoints on the scoreboard)
Squad list (when it comes in the future, squad isn't important when you're joining a highsec Ambush battle for some quick fun)
Kill feed (I find this useless clutter most of the time)
3_ Assault rifle sounds too much like a regular boring old military FPS assault rifle, and not really scifi. I would prefer it if it sounded more scifi, the gun is shooting burning hot plasma, so I think that warrants a more interesting sound than a standard assault rifle noise. The sound doesn't have to be some kind of "peew peew" (though I would be ok with that), Ideally it should reflect the sound of burning plasma being blasted at high speeds and ripping through the air, and maybe the sound of the internal machinery of the gun as it produces the plasma. Same goes for the shotgun since it is a plasma weapon as well.
I have some complaints about the weapon model of the AR in this, but I think it might be too late for that at this point.
4_ Take a look at some of these active scanner threads, there seems to be a lot of confusion about them, like if they're even working: Here, and here. There needs to be a way to make war points with them, like spot assists. Spotting with active scanner should have a practical advantage over regular dropsuit detection scan, like longer duration. Edit: Allow to spot cloaked players when cloaking is implemented.
5_ Squad leaders need a notification that tells them that they are squad leader, as well as the button combination to open the squad. I find many squad leaders still using the map to set orders because they don't know about the wheel, or not knowing they can set orders at all. There also needs to be away to cycle leaders if a squad leader is inactive with his commands (with warning and timer for the current squad leader). |
Ghural
The Southern Legion
63
|
Posted - 2012.10.18 08:14:00 -
[128] - Quote
Lag is still a massive problem. Sometimes it's ok. Sometimes its terrible. Even when a game is ok, loading buildings causes lag. It's creating a really uneven playing field and is extraordinarily frustrating. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.10.18 15:10:00 -
[129] - Quote
I'm not a pilot, but I'm not really sure how anyone is suppose to make a living with piloting as their main career in the game. The cheapest tanks and dropships cost 130K-150K even without all the modules, so if one of them is destroyed in battle then you're basically not making a profit, and its pretty easy for them to be destroyed by 1 or 2 forge gun users.
If vehicles will stay very weak against AV, then their price should reflect that. An alternative would be to buff them, but I really don't want to see indestructible super tanks just because people have the money for them, so I would much much much rather see super cheapened currently weak vehicles on the battlefield. 50K-80K for a militia dropship and militia HAV ideally.
This pilot posted this thread of feedback about the financial problems of being a full time HAV pilot, you guys should give it a look: https://forums.dust514.com/default.aspx?g=posts&t=41610&find=unread |
Sin3 DeusNomine
Doomheim
142
|
Posted - 2012.10.18 15:35:00 -
[130] - Quote
Dropships feedback
I would like to have a option to switch back to precursor dropship handling. I loved the ability to be able to have quick control on my dropship allowing me to take turns very quickly and avoid hitting Bola's when they drop of stuff and also allowed me to do close to ground flying better because of the quick response when needed. Right now it feels just sluggish on response and I think it hurt the good dropships pilots when you switched to this more sluggish control set up. |
|
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.10.18 17:40:00 -
[131] - Quote
Possible laser rifle + sharshooter BUG: https://forums.dust514.com/default.aspx?g=posts&t=41674&find=unread High damage zone length of laser rifle's beam should increase as beam's length increases from sharpshooter skill. It should remain proportional.
Not sure if I said it before here, but please bring back the previous form of restocking, or let us have both. The current method of restocking in this build is cumbersome. Here is a thread on the subject full of input from others about it: https://forums.dust514.com/default.aspx?g=posts&t=36924&find=unread
Text chat is functionally lacking. There needs to be timestamps to know if something like a "looking for a squad message" is current, ability to see if someone is in battle or not from the chat, and the ability to invite people to a squad from the chat. Semi-related: The ability to see what battle a contact is in, as well as an option to join that battle. This could be abused by trolls, but the block option should make this feature unaccessible when blocked.
Please make Ambush longer, it feels way too short.
Also, ladders can be tricky to grab on to, please increase the range from which they can be grabbed.
WHY?! does a standard laser rifle cost 4k more ISK than a standard assault rifle? I really don't understand how you guys price price weapons. Weapons that are suppose to be equally useful have big price differences, variants (like breach) which are inferior cost more than a basic variant. Maybe you guys are trying to incentivize us to use basic assault rifles instead of other guns? I'm really confused about it. |
Oxskull Duncarino
Shadow Company HQ
165
|
Posted - 2012.10.18 23:01:00 -
[132] - Quote
The stick control for the DS3 pad are feeling off. Was there a change made to them. There's no smooth increase in speed as you push the stick further off center. It feels very jerky to move the cross-hairs with any precision. This is only since downtime today. |
SuperSaiyan4 Gogeta
Sanmatar Kelkoons Minmatar Republic
9
|
Posted - 2012.10.20 00:13:00 -
[133] - Quote
[quote=DUST Fiend]I posted this in a separate thread, then realized you aren't supposed to post lists >_< Hopefully it's alright to post this here.
- Melee is still too close. Maybe consider adding in the slightest jolt forward when you melee, to make melee a viable emergency option
- Floating mercs in the War Barge. When initially loaded, sometimes mercs just float a few feet above ground
- Grenades don't like to be thrown when told. Sometimes I have to pull the trigger two or three times to get them to throw, other times I need to hold it down and wait for the grenade to pull. This also occasionally happens to equipment
- Issuing Rally orders with R3 and pointing often causes the rally point to appear in the middle of nowhere / off the map. It seems that it doesn't register elevated terrain or something
- Lag is much more frequent for me this build, specifically in Skirmish. Some of the 5 point maps cause me to crash, and have unbearable lag
- Swarm missiles fly to the back of dropships, and then home in. They should follow the shortest path. I haven't bothered with dropships this build, but if swarms still rock the boat too much, that should really be toned back a bit.
- Orbital strikes were way too frequent, now they're far too infrequent. You used to make way too many *** for squad orders, now you don't make enough. The radius on squad orders used to be too wide, and now it's too small
- Militia Vehicle Module BPOs are far too cheap for AUR, please consider introducing some form of scaling when it comes to price on things like this.
- The general pace of the game feels a bit too slow right now. Perhaps the tiniest increase to strafe speed, and definitely consider adding in more movement types, such as dodges, rolls, and crouch runs. It would be so cool to dive for cover or roll out into the open on one knee and just start killing or dieing >_<
- SP limit is great, though it needs to be more even. Right now, you get a ton of SP on your first day or two, and the rest of the week you get nothing, it just really takes away incentive to play. Also consider raising ISK rewards a little bit, or finally give us the option to sell all that loot you're making us horde >_<
- Lots and lots of invisible walls. I seem to be getting hung up all over the place, primarily on any kind of incline, though it's happened on flat terrain as well. You'll just be walking, and then you stop, and can't move
- Collision with other dropsuits is horrendous. If you so much as touch an ally, you both get caught up in each other, causing your screens to shunt about as you both get pushed against and away from each other. This is very very bad.
- Laser rifles seem just a bit too niche. Maybe toning back their damage just a hair and giving them more ammo / longer heat buildup would help to make them more of a support weapon, instead of a weird AR that sucks at close range
- Tanks sometimes fly up into the air when coming into contact with things on the ground. Somewhat rare, but I've seen it a couple times now
- You really need to be able to switch characters without having to completely exist from the game, this should be a no brainer
- Textures sometimes take a while to load, making every thing look very pasty
- I still say ARs need a bit more kickback. I'm pretty garbage with them, but I still get descent kills and I literally have 0 SP invested in them. With skills, I can see why this is by far the preferred weapon of the game. It just needs some form of drawback, and a bit more kickback is probably the best way to do that.
- Please add at least one more round to the Breach Shotgun, or give it faster reload, it's such a sad little thing right now
- Mass drivers may need their damage toned back just a hair now that they have the increased splash, and the fact that they finally seem to be functioning
- Sometimes the map doesn't fully load, and has big white squares with diagonal lines throughout
- WHY YOU BLOCK OFF SIDES OF WARBARGE CCP!?!?! I miss my window =_=
- HAV turning and acceleration is really low, cripplingly so for armor tanks
- Forge guns should probably have a little falloff damage at extreme ranges
- Nanohives and drop uplinks sometimes disappear temporarily
- Snipers should probably never completely lose sway
[/q GOOD CALL BRO!!!! |
SuperSaiyan4 Gogeta
Sanmatar Kelkoons Minmatar Republic
9
|
Posted - 2012.10.20 00:14:00 -
[134] - Quote
[quote=SuperSaiyan4 Gogeta][quote=DUST Fiend]I posted this in a separate thread, then realized you aren't supposed to post lists >_< Hopefully it's alright to post this here.
- Melee is still too close. Maybe consider adding in the slightest jolt forward when you melee, to make melee a viable emergency option
- Floating mercs in the War Barge. When initially loaded, sometimes mercs just float a few feet above ground
- Grenades don't like to be thrown when told. Sometimes I have to pull the trigger two or three times to get them to throw, other times I need to hold it down and wait for the grenade to pull. This also occasionally happens to equipment
- Issuing Rally orders with R3 and pointing often causes the rally point to appear in the middle of nowhere / off the map. It seems that it doesn't register elevated terrain or something
- Lag is much more frequent for me this build, specifically in Skirmish. Some of the 5 point maps cause me to crash, and have unbearable lag
- Swarm missiles fly to the back of dropships, and then home in. They should follow the shortest path. I haven't bothered with dropships this build, but if swarms still rock the boat too much, that should really be toned back a bit.
- Orbital strikes were way too frequent, now they're far too infrequent. You used to make way too many *** for squad orders, now you don't make enough. The radius on squad orders used to be too wide, and now it's too small
- Militia Vehicle Module BPOs are far too cheap for AUR, please consider introducing some form of scaling when it comes to price on things like this.
- The general pace of the game feels a bit too slow right now. Perhaps the tiniest increase to strafe speed, and definitely consider adding in more movement types, such as dodges, rolls, and crouch runs. It would be so cool to dive for cover or roll out into the open on one knee and just start killing or dieing >_<
- SP limit is great, though it needs to be more even. Right now, you get a ton of SP on your first day or two, and the rest of the week you get nothing, it just really takes away incentive to play. Also consider raising ISK rewards a little bit, or finally give us the option to sell all that loot you're making us horde >_<
- Lots and lots of invisible walls. I seem to be getting hung up all over the place, primarily on any kind of incline, though it's happened on flat terrain as well. You'll just be walking, and then you stop, and can't move
- Collision with other dropsuits is horrendous. If you so much as touch an ally, you both get caught up in each other, causing your screens to shunt about as you both get pushed against and away from each other. This is very very bad.
- Laser rifles seem just a bit too niche. Maybe toning back their damage just a hair and giving them more ammo / longer heat buildup would help to make them more of a support weapon, instead of a weird AR that sucks at close range
- Tanks sometimes fly up into the air when coming into contact with things on the ground. Somewhat rare, but I've seen it a couple times now
- You really need to be able to switch characters without having to completely exist from the game, this should be a no brainer
- Textures sometimes take a while to load, making every thing look very pasty
- I still say ARs need a bit more kickback. I'm pretty garbage with them, but I still get descent kills and I literally have 0 SP invested in them. With skills, I can see why this is by far the preferred weapon of the game. It just needs some form of drawback, and a bit more kickback is probably the best way to do that.
- Please add at least one more round to the Breach Shotgun, or give it faster reload, it's such a sad little thing right now
- Mass drivers may need their damage toned back just a hair now that they have the increased splash, and the fact that they finally seem to be functioning
- Sometimes the map doesn't fully load, and has big white squares with diagonal lines throughout
- WHY YOU BLOCK OFF SIDES OF WARBARGE CCP!?!?! I miss my window =_=
- HAV turning and acceleration is really low, cripplingly so for armor tanks
- Forge guns should probably have a little falloff damage at extreme ranges
- Nanohives and drop uplinks sometimes disappear temporarily
- Snipers should probably never completely lose sway
[/q
GOOD CALL BRO!!! I FEEL UR PAIN ENTIRELY!!
|
Paul Etrades
Tronhadar Free Guard Minmatar Republic
12
|
Posted - 2012.10.21 20:19:00 -
[135] - Quote
Every now and then (in skirmish) the clone reanimation units, supply module thingy, and the turrets, their meshes just like become jadded and weird it's almost like they were inverted , or something. |
Tony Calif
Seraphim Initiative. CRONOS.
2002
|
Posted - 2012.10.22 02:04:00 -
[136] - Quote
https://forums.dust514.com/default.aspx?g=posts&t=42034
It's not what is wrong. It's what isn't right. |
fenrir storm
Tronhadar Free Guard Minmatar Republic
314
|
Posted - 2012.10.22 21:51:00 -
[137] - Quote
Posted to many threads on this build already but it all comes down to being boring to play , controls are sticky and not fluid enough with either under or over acceleration on stick movement.
Speed normilisation has spoilt the uniqueness each suit had,
Weapons in each group are identical models of each other with no sight , iron or reflex options.
Game just lacks the fun factor at the moment . |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.10.23 04:08:00 -
[138] - Quote
I miss the old Skirmish with defense relays. Skirmish is pretty simple and boring now, and having 5 control points is not a good idea; it divides up a small amount of players on an oversized map even smaller. Having only 3 points though is bad for balance though since it makes it too easy for one side to dominate. Increasing the player count would fix this. Please hurry up with that multi-stage mode I heard you guys are working on.
Generally speaking, maps are way too open. They don't foster fun CQC battles, but instead lead to long range AR battles which I find very enjoyable; at greater ranges, the slightest movements from an enemy requires more aim adjustments, that plus the low bullet damage (making kills take a long time) makes long range gun fights pretty boring. I am not asking for an increase in damage, but maps like the old canyon terrain from many builds ago that had those paths carved through rocks. Because these paths were between raised rocks, it meant that they were inaccessible for long range battles, and fostered fun frantic close range battles.
Map rotation is heavily biased in favor of the spiky rocky map. There may be a glitch with the map rotation or something
Spiky rocky map needs more skies and lighting effects. Its always just white fog, and that makes it even more boring.
Vehicles should be very weak against AV, but should be very cheap to reflect that weakness. Right now vehicle prices are way too high which makes them very inaccessible, and very cost ineffective. If they have to be nerfed to get a massive price cut, then nerf them. |
V1RONXSS
AL0NE Inc.
4
|
Posted - 2012.10.23 15:28:00 -
[139] - Quote
Login screen - check - this flying coffin, some dust wallpaper can bit it for sure.
P.S. noticed some skill-books become prefix "Infantry" today, like shield upgrades etc., will it be separate from vehicles in future? |
Overlord Zero
Doomheim
75
|
Posted - 2012.10.24 02:24:00 -
[140] - Quote
I used to make 90,000-145,000 a match, after this update today I'm now making 20,000-50,000. I believe this is a bug, but If I'm mistaken.... well unless you plan to let us sell loot really soon, this is going to be an ungodly bad issue for those of us who didn't get all of that ISK the other day. A heads up on whether or not this is a bug would be nice |
|
fenrir storm
Tronhadar Free Guard Minmatar Republic
314
|
Posted - 2012.10.24 14:53:00 -
[141] - Quote
KAGEHOSHI Horned Wolf wrote:I miss the old Skirmish with defense relays. Skirmish is pretty simple and boring now, and having 5 control points is not a good idea; it divides up a small amount of players on an oversized map even smaller. Having only 3 points though is bad for balance though since it makes it too easy for one side to dominate. Increasing the player count would fix this. Please hurry up with that multi-stage mode I heard you guys are working on.
Generally speaking, maps are way too open. They don't foster fun CQC battles, but instead lead to long range AR battles which I find very enjoyable; at greater ranges, the slightest movements from an enemy requires more aim adjustments, that plus the low bullet damage (making kills take a long time) makes long range gun fights pretty boring. I am not asking for an increase in damage, but maps like the old canyon terrain from many builds ago that had those paths carved through rocks. Because these paths were between raised rocks, it meant that they were inaccessible for long range battles, and fostered fun frantic close range battles.
Map rotation is heavily biased in favor of the spiky rocky map. There may be a glitch with the map rotation or something
Spiky rocky map needs more skies and lighting effects. Its always just white fog, and that makes it even more boring.
Vehicles should be very weak against AV, but should be very cheap to reflect that weakness. Right now vehicle prices are way too high which makes them very inaccessible, and very cost ineffective. If they have to be nerfed to get a massive price cut, then nerf them.
Yup be more fun if it played similar (not exactly the same) as combat missions on medal of honor , one team fighting to capture ground, installation and gradually pushing the defenders back before captureing there command post or not if the defenders are able to hold the ground. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.10.25 01:32:00 -
[142] - Quote
Dropship turrets seem a bit too effective. Dropships should be effective troop transports and support, not super killing machines (this isn't about the outrunning swarms).
Also, I suggested that there should be turretless variants of dropships with more HP before in Wolfman's variant thread before, but I think it would be simpler just to allow the removal of turrets. This will allow dropships to fit more defensive modules to increase survivability (thus making it better for troop transport).
Unrelated request: On a different thread someone proposed that mortally wounded teammates in need of a medic should have towering beams of light coming from them to signal their location to nanite injector carriers. This would be a practical and visually appealing use of TACNET augmented reality. |
mike kenzo
Crux Special Tasks Group Gallente Federation
1
|
Posted - 2012.10.25 20:26:00 -
[143] - Quote
It would also be nice if we were able to resell items that we already purchased or recieved from salvage |
HEAT SoulRipper
ZionTCD Legacy Rising
45
|
Posted - 2012.10.26 02:35:00 -
[144] - Quote
mike kenzo wrote:It would also be nice if we were able to resell items that we already purchased or recieved from salvage
They're working on this and also making a "armor room" for the corps from what I've seen so far. Just need to hurry up and wait for them to get it coded. |
Dee Jiensai
BetaMax Beta
0
|
Posted - 2012.10.27 13:42:00 -
[145] - Quote
Hi,
my only complaint so far is:
wait...
wait...
wait...
wait...
wait...
wait...
wait...
wait...
Loading screens.
The only other PS3 game i play is wipeout, and it does have loading screens, but the wait is shorter by far. Why is the lobby gone? it at least gave you something to do while waiting for the battle to be populated.
Please make faster load times a priority, because with the current build, i can play one match per session and spend more than half my available playing time waiting.
At least bring back the pre fight lobby. or let us stay in our quarters until the battle actually starts.
|
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.10.27 20:26:00 -
[146] - Quote
Another way to balance weapons could just be to buff other light weapons instead of nerfing the AR. The AR is very fun to use, I would not want to see it nerfed ideally. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.10.28 23:07:00 -
[147] - Quote
Melee animation feedback: With most guns, it looks like you're elbowing instead of hitting someone with a gun. I find it kind of silly as a result. Its a minor detail, but it could use some work.
Fall damage is a bit excessive, even at small heights falling damages our high tech futuristic suits. Shield damage is understandable at small heights, but armor damage shouldn't be possible at small heights. |
IwillNameHim GEORGE
Villore Sec Ops Gallente Federation
14
|
Posted - 2012.10.31 21:42:00 -
[148] - Quote
My LAV feels like its made of paper. I know its supposed to be light... but please make it heavier or give it shock absorbtion so it doesnt it do a 360 in the air everytime i hit a bump on the ground |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.11.01 15:36:00 -
[149] - Quote
Sound and effects feedback. Plasma weapons need to sound more scifi, especially the AR (I think I said it in here before) Locus grenade should be more scifi instead of just being a regular FPS grenade. Maybe it should grow, and have a bubble of light before exploding; something visually interesting.
Also, take a look at this.
Illuminaughty-696 wrote:When no one, and I mean no one, puts a blaster on a DS there is either something wrong with missiles or something wrong with blasters. Not jumping on the nerf missiles wagon, yet, but if all anyone uses is one of two options, then there is an imbalance there. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.11.02 00:57:00 -
[150] - Quote
Noc Tempre wrote:The free lav should be 4 seats, no gun, no modules. The paid lavs should have freaking roofs. Any roadkill should do equal damage back, potentially leading to awesome stand your ground moments with heavies
This post got over 20 likes for a reason. https://forums.dust514.com/default.aspx?g=posts&m=383537#post383537
Also, about vehicles: They need a massive price cut. Their current power and usefulness doesn't justify their price. A forge gun can destroy a vehicle 10 times its prices (or more).
Do not increase the swarm speed of all swarm launcher swarms. Speed should depend on the tier of the swarm launcher (militia should have slowest swarm, and prototype should have fastest swarms). Maybe add a skill to increase swarm speed. Giving all swarm launchers a speed buff would punish dropship users who spent lots of ISK and SP on their drophips, while rewarding swarm launcher users that only use the free swarm launcher fits without making any ISK or SP investment.
I might have said this before, I don't know.
EDIT: I notice frame rate drops drastically when the vehicle you are in is about to be destroyed (which guarantees you can't get out in time).
Consider having non-AV weapons do full damage to vehicles as a possible balancing element in your AV/Vehicle balance formulas. Won't be enough to take down a sagaris or something, but would allow non-AV players to be good support to assist an AV specialist, or generally not be completely defenseless.
More on vehicle prices, here is an example: I spent over 400k on 2 "cheap" militia HAV fits, they were almost worthless. Yes they are militia, but the money could have been 100x more useful and productive if used to buy infantry fits instead. A standard/advanced infantry fit cost much much less then a militia HAV fit, yet the infantry fit is much more useful. Vehicle prices need a large price cut. |
|
Scheneighnay McBob
Bojo's School of the Trades
1062
|
Posted - 2012.11.04 19:58:00 -
[151] - Quote
nova knifes seem to be less-than useless. Perhaps if you could move while charging them, I would use them. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.11.05 08:31:00 -
[152] - Quote
Feedback about default voice settings here https://forums.dust514.com/default.aspx?g=posts&t=43844&find=unread This has been brought up countless times, fix it already. Its not something that should be hard.
also: In the market, the prerequisite skills required to use an item should not only show what level is needed, but also the current level of the skill; this way people will be able to tell clearly how much more they need to level up a skill to use a certain item. It needs to be more clear that those prerequisite skills needed to use an item are indeed prerequisites, so they should be clearly labeled "prerequisite". A green check mark on the prerequisite skill listed in the market can be misleading to some because check marks usually represent something someone already have or did. This would not be a problem however if people could see there current level on skill prerequisites, so they could tell that they don't have the prerequisite despite there being a green check mark.
I personally don't have a problem with how things are now in the market in regards to prerequisite skills and levels, but it isn't clear to many new players I have spoken to. These changes would make things more obvious.
Example of what it should look like: "PREREQUISITE: You need scrambler rifle operation level 3-----------------Scrambler rifle operation current level: 2 PREREQUISITE: You need weaponry level 4------------------------------------------------------------Weaponry current level: 2" |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.11.06 06:01:00 -
[153] - Quote
Another way to solve the swarm vs dropship problem without making militia swarm launchers OP. New swarm launcher variants designed for handling fast targets (dropships). Militia swarm launchers should remain slow and crappy since they are free.
Swarm launcher variant that fires weak but very fast swarms. Also have a smaller magazine. Swarm launcher variant that fires swarms that detonate in the air after a 30 seconds, and do splash damage to any vehicle in the splash radius. Lower direct damage, and smaller magazine. |
ECHO PACK
Wraith Shadow Guards
45
|
Posted - 2012.11.06 21:58:00 -
[154] - Quote
(the main problem isthe isk and sp) people wouldn't have to make fake accounts to get money if CCP gave us around 220,000 each battle like before the last update |
V1RONXSS
AL0NE Inc.
4
|
Posted - 2012.11.10 18:07:00 -
[155] - Quote
Hi again, not that i dont like the game anymore etc, but today i switched ps3 off after annoying pressings "START" or "x" buttons, should we realy press some keys and do it billions times just to turn the game on? |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.11.10 22:56:00 -
[156] - Quote
Something about the gameplay doesn't feel quite right with me, and many people are always mentioning how bad the gameplay is on Dust; not just on here, but on various sites, and youtube comments, etc. I didn't know exactly what was wrong with it, so I made this thread to gather the opinions of others about what gameplay should be like. These are the best responses I received in terms of content and detail. I think CCP should take a look at these.
Th3rdSun wrote:Personally for me,the gunplay needs to be tightened up.For instance,there seems to be deadspots int he control while aiming making aiming less precise as almost every other shooter. When I try to move the reticle just slightly or slowly,it's slower than any other game that I've ever played.
Like others have said before,ADS is pretty bad right now and really needs to be tightened up too.I really need something more than just a full screen crosshair while aiming down sight.
Hip firing seems pretty loose too.Idk,but there are too many times when I just don't get the feeling that I'm actually hitting anything that I'm aiming at.
So in all,the gunplay needs a major reworking,as far as I'm concerned.
Grenade mechanics and physics need to be tweaked.
X axis speed really needs to be raised to.With the assault suit,turning 180 degrees takes waaaaay to long to do.
JaZZa01 wrote: Strafe speed too slow. ADS speed should be slower than hip fire strafe, but definitely still have some pace. Hip fire needs to be tight and useful in close range, obviously not long range though. Hip fire however should not dominate in close range. ADS should still be viable, hence the suggested ^ speed of ADS
Aiming is terrible. Play any other shooter, then play DUST, then proceed to laugh at DUST. The deadzone is huge. Fluidity is key. The sensitivity also needs increased speed for such players who desire it.
Eternal Technique wrote:For me it all comes down to gunplay mechanics. Here are a few suggestions.
Movement and controls feel way too stiff. Maximum sensitivity needs to be increased. I get that limited sensitivity helps balance vs mouse and keyboard, but its way too low. Assault and scout suits need to be able to turn around MUCH faster. Movement and strafing speed needs to be increased back to where it was a couple builds ago. I would also like to see an increase in stamina.
Parts of these quotes have been omitted by me for the sake of relavence. To see the full comments, and other comments, check here. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.11.13 06:31:00 -
[157] - Quote
Velvet Overkill wrote:ADS feels unsatisfactory. There needs to be some sort of acceleration when turning with ADS.
|
General Stonewall
Royal Uhlans Amarr Empire
23
|
Posted - 2012.11.14 06:11:00 -
[158] - Quote
that's great and all CCP&DEVs but im waiting for next build when is it coming out ? so we can be done and over with these beta wipes because if memory serves me correctly this next build makes build 5 others claim 2 ,3 or 4 . but one we are on is 4 and next one is 5 and should be Open beta for all right ? either way i hope you guys do answer this question in due time as you always do you never like announcing new builds/updates/etc no earlier than a week in advance . im looking forward to new build and it being OB for all so everytime we log in we don't have to click the X button 2-4 times just to load in to our quarters to start our first game on boot up. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.11.14 22:31:00 -
[159] - Quote
https://forums.dust514.com/default.aspx?g=posts&t=44399&find=unread Dropships make bad transport vehicles. |
IgniteableAura
Pro Hic Immortalis RISE of LEGION
12
|
Posted - 2012.11.18 16:46:00 -
[160] - Quote
Seeing hit markers when u run into a teammate.
Collision detection
Floaty controls and on lavs and havs, allow us to change the default controls to something more convenient. Something like R2 for acceleration and L2 for brake.
Allow us to customize the weapon wheel. So i can just hit the weapon wheel and a direction and know I will get my injector out. Right now its difficult to be accurate in a tense situation.
Clipping into terrain and small rocks being impossible to walk over.
Improvements to logistics so they become more widely used. https://forums.dust514.com/default.aspx?g=posts&t=39238
Make comms default to on instead of off. Allow people to hear you when joining squad. Impossible to tell someone how to activate comms when they need to go through 3 different menus and activate in the specific room in order to hear. I do like how currently you can activate in corp and hear everyone regardless of their in game status. I just wish inital setup was more elegant.
Improved loading times with contact lists, market, fitting etc.
Allow the option to automatically restock on the battlefield, rather than pausing and going to market. Would make it more elegant. So even if you are out of a suit, you could spawn and it would remove the isk/aur from your wallet. Finally turning the overlay red once isk/aur is depleted. Turn it yellow when stocked supply is gone.
Larger groups. 6-8 |
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J'Jor Da'Wg
KILL-EM-QUICK RISE of LEGION
648
|
Posted - 2012.11.25 22:07:00 -
[161] - Quote
Agree with a lot said before me.
Load time is horrific on entering matches for me, frequently it takes 5 minutes to load a match. Improvements there would be appreciated.
Spawning irks me still lorewise, I wish it wasn't explained away by teleportation. I would rather it was hard and physically explainable, rather than "oh he warped there". Make it feel grittier.
It would be nice to have a roundtable on long term plans with the players, just so we can get an idea of whats on the roadmap and put our minds towards that.
For instance, commander mode, installations, infrastructure, full team deployments, etc.
Typing from iOS, so I can't go into everything, but hopefully another time. |
Vincent Dragunov
Seituoda Taskforce Command Caldari State
2
|
Posted - 2012.12.04 20:01:00 -
[162] - Quote
HHHHHHHHHHHHHEEEEEEEEEEYYYYYYYYYYY!!!!!!!!!!!!!
Hi, hopefully that got someones attention, I am a Beta Tester. What I would like in this post is provide feedback, and give some suggestions. Maybe you are already working on some of the ideas I am about to mention, so ignore those. You do not have to take my suggestions or feedback seriously, for it is just one individual's opinion, but I would appreciate it if you would take them into consideration.
Eve Dust 514, Dust 514, to me this game came of sounding like a great idea i would definitely support, and I still do. To me it feels quite original and new.
I love how part of this game runs on an economic system in which you decide and buy your own equipment, gear, and skills. Customization wise, there a huge variety of customization options, which is great on the behalf that some might want to make their own perfect soldier. I like the customization, but i feel it lacks variety in the visual department. There isn't that much to choose from when it comes to weapons and dropsuits, dropsuits of the same class all look the same just with different color, and stat variations. So there isn't much individual choice if you want your soldier to look different; also customizing dropsuits is great as you get many choices on modules, but the dropsuit doesn't change look base on how you customize it. It would great if adding a shield extender module it would attach some cool looking piece of equipment on your dropsuit or something like that (i know the game is already too far into development to suddenly add all those dropsuit ideas i just mentions into the game, I can already guess I won't be seeing them anytime soon, but I just wanted to say my thoughts).
Weapons are relatively similar too, it was kinda irritating spending hours of gameplay on the battlefield just to buy a better assault riffle that looks EXACTLY the same as the one i just had, just with different stats and different type of fire (three-round burst, single shot). Combat isn't bad, it's actually pretty good, it has its technical malfunctions every now and then but overall it's okay. The only issue I ever had was the slight lagging every now and then, another was the aiming system. I'm a FPS player (Call Of Duty, Halo, Medal OF Honor, Boderlands, Farcry), the system here seems a little unbalanced, Assault riffle's aim is a little too precise which makes it extremely easy too miss if you're not use to aiming with an extremely tiny dot. Well I guess it's just the assault riffle I have an issue with so don't take it too seriously.
Overall I've enjoyed the game so far, I know this still the Beta so I hope there will be improvements in all the game its self and I look forward to its arrival.
P.S. Keep it up guys ;D |
Aeon Amadi
Maverick Conflict Solutions
1003
|
Posted - 2012.12.10 16:56:00 -
[163] - Quote
- Scan system still not clarified by CCP, might be working as intended, might be broken. - No way of knowing when you're spotted by an enemy, or when an enemy knows he's on your radar. - Active scanner still has not been explained, no real way to know if an enemy has been spotted from active scanner or someone else. - Sensitivity between ADS and hip-fire doesn't change, making shots more mastery of an art than ease of use. - Absolutely no recoil on assault rifles. - Pistols might have a bit too high accuracy, or damage. There should be a trade-off. - No footsteps sound effect makes for radar dependency. - Vehicles lack sound effects, creating radar dependency. - Sniper rifles rate of fire seems ridiculously high for their damage output leaving little time to react if you survive the shot. - Incoming fire directional is too subtle, hard to notice when you're being shot at and from what direction. - Hitscan is stupid. Yes, developers use hitscan and players enjoy it on SMALLER maps, but maps this large make for drastically frustrating gameplay especially when tied with weapon recoil systems like the assault rifles. - Controller sensitivity is bizarre, requiring the analog stick to move to about a 25 degree angle from the center point to begin moving the player's camera with maximum speed being hit before the analog stick even reaches the plastic rim of the controller casing. - Promise of devblogs not yet met, almost three months later. - Pilot and Crusader suits seemingly AWOL with no mention of them what-so-ever. - Game seems entirely too focused on teamplay with little to no incentive for solo players both in battle and in contracts. |
WHz DS9899
Doomheim
136
|
Posted - 2012.12.14 02:33:00 -
[164] - Quote
AV OP. I can see a proto Swarm 1 shotting a T1 tank, but the free kit? o hell no. I want my 800k isk back, in the form of better HAV's. Just make them take more of a hit, and we're fine. |
Jake Colt
Algintal Core Gallente Federation
3
|
Posted - 2012.12.17 09:57:00 -
[165] - Quote
Hi Dev, sometimes I may get "Lost connection or Can not connect" notifications (it's basically the one) which will lead to my character respawning or dropping back into my dorm. |
Jake Colt
Algintal Core Gallente Federation
3
|
Posted - 2012.12.17 09:58:00 -
[166] - Quote
I find that with the "Guristas Swarm Launcher" you're just dead. Period. |
Jake Colt
Algintal Core Gallente Federation
3
|
Posted - 2012.12.17 10:01:00 -
[167] - Quote
Aeon Amadi wrote:- Scan system still not clarified by CCP, might be working as intended, might be broken. You - No footsteps sound effect makes for radar dependency. - Vehicles lack sound effects, creating radar dependency. - Sniper rifles rate of fire seems ridiculously high for their damage output leaving little time to react if you survive the shot. - Incoming fire directional is too subtle, hard to notice when you're being shot at and from what direction. May want drastically frustrating gameplay especially when tied with weapon recoil systems like the assault rifles.[/b][/u] To consider energy cars and bf:bc 2/3 engine - Game seems entirely too focused on teamplay with little to no incentive for solo players both in battle and in contracts.
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WHz DS9899
Doomheim
136
|
Posted - 2012.12.18 04:56:00 -
[168] - Quote
This, and many ofthe ideas that are so good but not put on here |
Derus Jarrack
Villore Sec Ops Gallente Federation
0
|
Posted - 2012.12.19 04:56:00 -
[169] - Quote
Sensitive of the analog stick is crazy, u need to be a freaking ninja to fight like Rambo, then, some movement speed of players is too fast, ppl just strafing left-right making shooting too hard u can see its becoming like quake, then, PC\keyboard players just kill everyone, whats the point? No need for PC control support, i play on PS3, i have controller, and i expect to play with ppl with the same position as im in.
Next, Plasma Knifes.... NO USE OF THEM, when u got to close quarters fight, you cant kill everyone, make them one-shot with animated kill, if the damage knifes do is far more then target HP,its one-shot kill. and if target have a lot of Shield and HP then make another animation of the knife user to be pulled back, but the target receives some serious damage.
Game lagg, i mean, 20-25 FPS sometimes? - just saying, i know you are working on it.
Also suggestion, when the round starts, make all the attacking players went from the sky like in dropsiuts, a lot of them, so the other team could see enemy players like the rain. Think it would be nice.
Map, squad, chat time loading is TOO LONG, when u need to look at the situation, u might get killed cause of the loading of the map or chat.
Controls... make them more like BF or COD style, sometimes, u just missing all the fun cause u cant change controls... i mean buttons.
Also, make FREE camera on character when in no battle, i wanna see all the character looks, not just his back.
Thx CCP devs, u making something unbelievable, my support and feedback always be here for you. Derus Jarrack!!!!!!!!
|
J'Jor Da'Wg
KILL-EM-QUICK RISE of LEGION
648
|
Posted - 2012.12.22 19:04:00 -
[170] - Quote
Shouldn't this thread be locked and unstickied since we are in Chromosome now? |
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Scheneighnay McBob
Bojo's School of the Trades
1062
|
Posted - 2012.12.24 02:24:00 -
[171] - Quote
For CHROMOSOME (not codex) Although this build didn't bring many new things to the table, it did an amazing job of FINALLY balancing out the weapon system, and making the game as a whole more enjoyable. |
KimPossible23
Imperfects Negative-Feedback
25
|
Posted - 2012.12.24 06:16:00 -
[172] - Quote
::URGENT::
Sometimes during battle NeoCom starts popping up when your trying to zoom in scope on AR (L1). Stops doing it once you die and lose the suit, but it's really annoying. Please fix!!
Thanks. |
1CLIP 1KILL
Crux Special Tasks Group Gallente Federation
87
|
Posted - 2012.12.24 06:41:00 -
[173] - Quote
KimPossible23 wrote:::URGENT:: Sometimes during battle NeoCom starts popping up when your trying to zoom in scope on AR (L1). Stops doing it once you die and lose the suit, but it's really annoying. Please fix!! Thanks.
Codex is the last build, current is chromo! If you open map (I hit start) and mash buttons it fixes it. |
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