Vrain Matari
ZionTCD Legacy Rising
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Posted - 2012.10.11 14:08:00 -
[1] - Quote
The fundamental assumption here is that the improvements to hit detection are related to the strafe speed changes. This assumption is being made because both changes were released at the same time. Sloppy experimental design CCP, tich tich =P
I'm thinking this assumption is incorrect.
-CCP stated that this build would have a new hit detection system. Taking this at face value tells us at the very least that we do not have the old hit detection system with slower strafe.
-There's more than one way to get high tangential velocity(technically angular velocity is the issue, but you know what i mean) that would give a gimped hit detection system trouble. A Merc or LAV moving at right angles to the shooter would also generate a hit detection issue. But we don't have to lead shots in this build, which supports the theory that the hit detection system has been fundamentally changed. I know we would normally think of having to lead targets a lag issue, but whatever the case things are different this build and we're still on the same hardware so that implies it's a code change.
It would be nice to get some confirmation fron the Devs on this one so we can put this topic to rest and discuss the remaining issues more clearly.
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Vrain Matari
ZionTCD Legacy Rising
404
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Posted - 2012.10.13 02:45:00 -
[2] - Quote
Skihids wrote:I'd really like to know CCP's vision for combat. One trailer shows a bunch of heavies advancing slowly in the open guns blazing, another shows a squad sprinting and power sliding behind cover.
Do the trailer makers and the Devs even talk, or are they completely different groups?
What feel are they striving for?
How are we to judge this thing?
We have at least two different player camps here and neither knows what CCP is going for because they haven't clearly stated it.
I would love to read a Dev blog on this subject.
Love your post, Skihids. You nailed it.
I do not mean for what follows to be negative, and I am not saying that CCP needs to rewrite/rethink anything.
CCP has no strong vision for combat. I think their approach to and focus on core fps mechanics has been in the sense of making a game where those mechanics compare reasonably well with any of the big-name fps franchises.
I'm feeling that most of CCP's thought on the subject has been in the form of conceiving the core fps mechanics as a 'module' that they can then build their incredibly fascinating game around. Remember that DUST was created as an alternative portal into New Eden. My gut tells me that CCP thinks like this: DUST = 'core fps module' + 'all the cool stuff', where the cool stuff all lies in the interface with EVE and the expansion of the New Eden experience, the linking of real economies, CREST, etc.
I wholeheartedly agree with them on this, it's 'all the cool' stuff that gets me evangelizing this game to other peeps, not the 'core fps mechanics'. Now, this isn't to say that CCP doesn't take the core module seriously, they obviously do considering the DICE expertise they hired and the manpower they are throwing at getting it right.
As a design entity, CCP is not afraid of having a strong vision and sticking to it, even if it might limit sales. It is more important to them to implement their vision with style, flair, and fidelity to the original vision, so long as it is still profitable to do so. I'm sure we can all agree from past experience that when something is designed around a strong vision it is immediately obvious in the finished product, for better or for worse. I think we can also agree that this is not the case with the 'core fps mechanics' module for DUST.
And this is why CCP is responding to forum pressures to nerf, slow, remove or buff, speed, add various part/features of the core fps game. There is no strong design vision that holds them true to any particular choice of settings/features for their fps engine. And so their response to the various issues that we raise on the forums is reactive and vacillatory, because it is not strongly grounded in any particular vision, but rather driven by a desire to make a 'world-class AAA' shooter.
I feel for you CCP, i really do. I'm going to resist the urge to spew my opinion of what kind of shooter DUST should be and just leave you with one piece of advice learned the hard way on the battlefields of New Eden.
Sooner or later in every tough battle, there comes a time for every merc where they just gotta choose their loadout, smack the 'Drop' button, and make the job happen. Or die tryin'.
Lock n' load CCP. It's about to get rough.
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