SuperKing BigNuts
Trinity Council Test Alliance Please Ignore
19
|
Posted - 2012.10.10 03:42:00 -
[1] - Quote
i feel, as a non-deaf player, that a massive pop up list of commands would be awkward without a KB&M, you would have to stop what your doing in a fire fight to pull up a menu to tell people your being shot at when i can just scream into the mic that mad-bros are trying to shoot blueberries near that thing-a-majig... as a mic owner, on a console, it is much more convenient to communicate via voice comms than to try to use the little keypad or worse yet the digital soft keyboard feature.... and it is considerably faster than trying to thumb through a list of assorted orders. though these last few days i havent heard too many people on public comms, and have experienced a few hiccups after lag spikes that i have yet to isolate due to lack of voice comms in most matches if your not in a pre-made squad...
*edit 2* and your justification for not needing a microphone is as much justification for me not plugging a KB&M into my PS3, just because im a PC Owner doesnt mean that everyone has a keyboard that they can shuffle over to their PS3, so i dont feel that non voice comms should be always displayed(perhaps toggleable but not ALWAYS DISPLAYED), even in EVE i only use non-voice comms for intel, for the specific INTEL CHANNEL where people link enemy players, ship types and locations, and LOCAL CHANNEL where i keep an eye out for non-blues to show up so i can warp my shinies to safety. two channels are worth paying attention to on the PC, voice comms are faster and more effective when your trying to pay attention to whats going on(HP of self, HP of target, blue fleet relative location, red fleet relative location, transversals, overheat, ammo/charges, primary-secondary-tertiary target calling, rep requests, aligns, warp to/jump orders(lemmings dont know the difference), destinations, whos got what tackled, plus whatever else im missing) it just seems silly to NOT use voice comms to relay most of that information as fast as possible to everyone who needs it
as for the sci-fi-y-ness factor of the weapons in DUST, its been a while since ive listened to my paladins lasers, but i dont recall it ever having been a pew pew, i will have to test this later to confirm, but my next step in thought is where are my autocannons and artillery weapons? i havent looked up the lore on the assault rifles (i know the shotguns are plasma based but are the ARs actually?) but, for being ignorant of the 'facts', are they indead required to make some sci-fi sound? just because its the future doesnt mean that something will no longer be effective, refer to 1400mm howitzers, its like launching a VW at someone, it may be primative but it gets the point across i think.
as for the impact, it would be intresting to see terrain altering impacts at some point, but for the sake of beta, with everyone playing on the SAME map, i would imagine that being VERY difficult. perhaps that point could be reintroduced at a later date once they have more ACTUAL terrain maps available? and if were going so far as to stomp footprints into the terrain, what sort of effort would be required to blast a crater to be seen from space?
a engineer class would be an intresting mechanic i think, but at the same time i think that was slated to be covered in the LARGE battles by the war-barge commander role, droping of installations and such, but i think it would be intresting to have a few more different personnel deployable objects, with the option of recovery/repositioning, such as a deployable anti-personnel turret, effectively a lower damage alternative to a blaster installation to provide minor cover and possibly allowing you to use secondary weapon or if all else fails give the enemy something to avoid while you try to rescue a fallen teammate, barring that, perhaps a deployable cover object? shield walls make me think of halo a little too much but the thought is there, and instead of just tank traps, modify remote explosives to auto detonate under certain weight contacts? tank contact or a hard landing from a LAV/Dropship detonation? but require manual activation for personnel or remove remote detonation entirely to provide a pure AV weapon
i havent experienced a single hardcrash on this build yet, though i have experienced a few soft crashes where ive had to quit dust from the PS-Button menu, and it is, for me at least, much more stable than the original fanfest build which i was hardcrashing every 3rd-4th match, and it has been the same hard-installation(not needed to delete/reinstall) since week 2 or 3 of the first release when i got into the closed beta.
you had one more issue that youd pointed nobody had hit on but cant recall it with all the wall of text ive been attempting
*edit* i touched on that point briefly, the lack of impact from playing the game, and the real impact is yet to come, due mostly to the fact that they havent gotten the build ready for connecting with EVE Online. we currently are NOT in the EVE Online universe, refering to Tranquility(EVE Live Server), we are on a closed server loosely connected in minor fashions... i can not contact myself between games, but i cant have my own names either, as far as im aware i think the only things that are actively linked are the name-servers in preperation for launch day so that we can keep our character names, which i am rather attached to mine. though i am curious to see the exact impact upon PI that DUST will have, because Player Owned Customs Offices(POCOs )seem to do a pretty good job dominating planetary trade services(if a hostile entity owns it, they can rob you blind for using planets and you can do the same to them if you own it.)
and for those asking about ship boarding/battles, this was brought up to me earlier, that seems super impractical. wont go into full thought seeing as its not part of this thread, just sayin though |