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KingBabar
Seraphim Initiative. CRONOS.
443
|
Posted - 2012.10.11 10:44:00 -
[1] - Quote
As I see it, the reduced strafing speed is CCP's sollution to the bad hit detection issue. Even though I would prefer playing with the last builds' strafing speed, its fairly obvious that scout suit, especially when used in an adventageous manner (the super fast side to side straifing some people have used while just spraying wildly with an smg or even shotgun), needed a huge nerf in this regard. I've even tried this for a few games myself when I equipped a scout suit and used a normal AR instead of a tactical AR/assault combo that I normally use. Its quite riddicilous when I can stand right infront of a heavy and wildly emty two clips in his general direction, without even loosing half my shields. Something had to be done.
I theorize that the (bad) core mechanics combined with general internet latency couldn't cope with such high speeds and consequently reducing the speed is the only way they've been able to adress the hit detection issue that have troubled this beta since launch. I belive it is so due to the fact that CCP haven't really adressed this issue publicly, and they should have, its been several months and this is a much more important issue than adding another gun or whatnot.
Even though I'm one of those wannabe elite run and gun kind of players who have on several occations cried out over this on these forums, I'm beginning to realize that this is probably what we'll end up with. So what to do? Is there a sollutions that will make both the wannabe gang and the eve noobs satisfied?
How about a reduction or even a complete removal of the character slow down when hit? I'm not 100% on this one but i think it will do the trick. Its not so much the lowered speed that is annoying, making it very easy to initially hit targets, but the slow down of movement makes it even easier to keep hitting a target which doesn't really have any alternative but to either die or more or less stay close to cover all the time, making the game a boring camp fest for many players.
This will make hitting a moving target harder, without raising the strafe speed to a point were bad hit detection becomes an issue again. It will help the players that are good at moving about, since they won't be slowed down to a crawl by the first bullets and mowed down directly after. This will also be "fair" to less skilled players, the movement rate is slow, as it is now, but they won't get additional help like it is now, were hitting a target makes them almost stop, making finishing the job super easy.
Its not the reduced strafe speed thats really the problem, its the combination of low strafe speed and lowered charcacter movement when hit that makes it very unpopular with experienced FPS players. |
Jack McReady
A.C.M.E Corp
71
|
Posted - 2012.10.11 11:08:00 -
[2] - Quote
you dont understand the core of the issue. the hit detection issue was solved. the speed changes were done additionally. scouts suits can be hit almost as easy as heavy suits now which makes scout suit obsolete.
if you compare the speed "advantage" of the scout suit with the assault suit (which currently is the most common) you will see that the speed difference is small when sprinting/running next to each other BUT the difference in shields, armor and fittings on the other hand is HUGE. an assault suit can easily be fit for speed and still be more durable than the scout suit.
having lower strafe speed is fine but the speed adavantage of scout suits is it too low for the drawbacks. |
KingBabar
Seraphim Initiative. CRONOS.
443
|
Posted - 2012.10.11 11:22:00 -
[3] - Quote
Jack McReady wrote:you dont understand the core of the issue. the hit detection issue was solved. the speed changes were done additionally. scouts suits can be hit almost as easy as heavy suits now which makes scout suit obsolete.
if you compare the speed "advantage" of the scout suit with the assault suit (which currently is the most common) you will see that the speed difference is small when sprinting/running next to each other BUT the difference in shields, armor and fittings on the other hand is HUGE. an assault suit can easily be fit for speed and still be more durable than the scout suit.
having lower strafe speed is fine but the speed adavantage of scout suits is it too low for the drawbacks.
No in this regard its you who don't comprehend the issue. This isn't solely about scout suits, that was a mere example of the extreme. And what do you mean that the hit detection issues was solved prior to the lowered speed? Thats just plain wrong. If we can call this build "the build that fixed of the hit detection issue", it came simultaneously with the movement nerf, or as I would put it; "because of the movement nerf".
I play AR/Assault and I'm very dissapointed of the development since my skill as a FPS player in regards to "being able to cirkle strafe around, dodge and generally move smartly while still keeping my fire hitting my enemy" is almost completely removed in this build. Its more a matter of who sees who first and who's got the best equipment. I can accept the lowered strafe speed in itself, but with the slowing down of my movement in addition, it becomes useless to move about and you're stuck with a cover to cover kind of gameplay that many, many people finds quite boring.
Thats the issue. The game in its current state caters too much to one kind of playstyle which is just silly. My suggestion might be a way to cater to both, which should be the ultimate goal. Agreed? |
Sha Kharn Clone
Seraphim Initiative. CRONOS.
1087
|
Posted - 2012.10.11 12:03:00 -
[4] - Quote
Even with higher sprint speed a scout would be insane to take on a hmg. CCP made it very very clear that if a scout gets close to a hvy it should be game on. This is not the case and your fix wont make this so.
Still + 1 because this is a very important topic and your right about playstyles.
The side to side strafing was stupid yes but now we dont even have circle strafing. Why not give it back its high strafe speed but make it a little slower to change back and strafe the other way?
TBH I dont really know all I know is its ruined the game for alot of peeps and nowdays camping will get you everywhere. |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1155
|
Posted - 2012.10.11 12:08:00 -
[5] - Quote
Kingbabar, like many of us before, you're pointing at the real issue.
1) Is the strafe nerf what allowed CCP to fix the hit detection in wich case it would make sense as it was the #1 issue everyone complained about. Yet we could interrogate ourselves on how in hell they couldnt find any solution to that matter other than killing straffing speed
2) On the other hand, if Hit detection was solved without needing any movement speed modification, then why the sudden change of dynamic in the game ? Why not fix HD, test with the precursor speed settings and see how people feel ?
IF, and i insist on the IF, hit detection was solved independantly, straf nerf wasnt needed. As chaotic quick left-right straffing in CQC would have most likely mean death now. And it would have maintain the dodging abilities and the tracking target skill needed intact.
Unfortunately, we can't now for sure between 1) and 2). Still, i sure pray for a return to precursor straffing and movement speed so i can finally see the specificity of the suits again on that matter. |
Sha Kharn Clone
Seraphim Initiative. CRONOS.
1087
|
Posted - 2012.10.11 12:10:00 -
[6] - Quote
Laurent Cazaderon wrote:Kingbabar, like many of us before, you're pointing at the real issue.
1) Is the strafe nerf what allowed CCP to fix the hit detection in wich case it would make sense as it was the #1 issue everyone complained about. Yet we could interrogate ourselves on how in hell they couldnt find any solution to that matter other than killing straffing speed
2) On the other hand, if Hit detection was solved without needing any movement speed modification, then why the sudden change of dynamic in the game ? Why not fix HD, test with the precursor speed settings and see how people feel ?
IF, and i insist on the IF, hit detection was solved independantly, straf nerf wasnt needed. As chaotic quick left-right straffing in CQC would have most likely mean death now. And it would have maintain the dodging abilities and the tracking target skill needed intact.
Unfortunately, we can't now for sure between 1) and 2). Still, i sure pray for a return to precursor straffing and movement speed so i can finally see the specificity of the suits again on that matter.
I would honestly have your babys if you asked me to.
Thank you for putting exactly how I feel into wurds. |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1155
|
Posted - 2012.10.11 12:11:00 -
[7] - Quote
Sha Kharn Clone wrote:Even with higher sprint speed a scout would be insane to take on a hmg. CCP made it very very clear that if a scout gets close to a hvy it should be game on. This is not the case and your fix wont make this so. Still + 1 because this is a very important topic and your right about playstyles. The side to side strafing was stupid yes but now we dont even have circle strafing. Why not give it back its high strafe speed but make it a little slower to change back and strafe the other way? TBH I dont really know all I know is its ruined the game for alot of peeps and nowdays camping will get you everywhere.
I'm with you dude yet camping isnt that much present at the moment. I still manage to go forward objectives without being corner-waited each time. But, there's situations now where you have absolutely no chance to have any impact on the result when you had it before in precursor. It's not especially regarding killing a guy as much as it is about finding cover or exhausting a dude's ammo before having a chance to counter attack. And THAT is bothering me. big time. |
KingBabar
Seraphim Initiative. CRONOS.
443
|
Posted - 2012.10.11 12:23:00 -
[8] - Quote
Sha Kharn Clone wrote:Even with higher sprint speed a scout would be insane to take on a hmg. CCP made it very very clear that if a scout gets close to a hvy it should be game on. This is not the case and your fix wont make this so. Still + 1 because this is a very important topic and your right about playstyles. The side to side strafing was stupid yes but now we dont even have circle strafing. Why not give it back its high strafe speed but make it a little slower to change back and strafe the other way?TBH I dont really know all I know is its ruined the game for alot of peeps and nowdays camping will get you everywhere.
A very good point indeed. Why didn't i think of that? |
Tech Ohm Eaven
L.O.T.I.S. Legacy Rising
401
|
Posted - 2012.10.11 12:24:00 -
[9] - Quote
Sha Kharn Clone wrote:Even with higher sprint speed a scout would be insane to take on a hmg. CCP made it very very clear that if a scout gets close to a hvy it should be game on. This is not the case and your fix wont make this so. Still + 1 because this is a very important topic and your right about playstyles. The side to side strafing was stupid yes but now we dont even have circle strafing. Why not give it back its high strafe speed but make it a little slower to change back and strafe the other way? TBH I dont really know all I know is its ruined the game for alot of peeps and nowdays camping will get you everywhere.
Camping?? that gets folks dead like snipers who stay in one spot or folks that depend on cover way too much since IMHO its better to get an angle on them and shoot and they die.
In this build the danceing shotgun pixies who made fun of a full HMG clip at head on are gone and heavies are now a bit better but still need a bit more health.
The scout needs a faster linear movement speed and the assault needs a slower linear movement speed when running to take objectives. Strafeing is good where its at right now.
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Sha Kharn Clone
Seraphim Initiative. CRONOS.
1087
|
Posted - 2012.10.11 12:27:00 -
[10] - Quote
Why should a heavy be able to side step as fast as a scout ?
I dont see how you can even think that makes sense.
Edit: but yes sprint speed changes to assult and scout I could get behind. |
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Tech Ohm Eaven
L.O.T.I.S. Legacy Rising
401
|
Posted - 2012.10.11 12:30:00 -
[11] - Quote
Laurent Cazaderon wrote:Sha Kharn Clone wrote:Even with higher sprint speed a scout would be insane to take on a hmg. CCP made it very very clear that if a scout gets close to a hvy it should be game on. This is not the case and your fix wont make this so. Still + 1 because this is a very important topic and your right about playstyles. The side to side strafing was stupid yes but now we dont even have circle strafing. Why not give it back its high strafe speed but make it a little slower to change back and strafe the other way? TBH I dont really know all I know is its ruined the game for alot of peeps and nowdays camping will get you everywhere. I'm with you dude yet camping isnt that much present at the moment. I still manage to go forward objectives without being corner-waited each time. But, there's situations now where you have absolutely no chance to have any impact on the result when you had it before in precursor. It's not especially regarding killing a guy as much as it is about finding cover or exhausting a dude's ammo before having a chance to counter attack. And THAT is bothering me. big time.
Now its about tactical awareness of where the enemy is and where they are looking at for a proper avenue of attack versus lasts build of who cares how many are in front of me and my NEO bullet dodge moves.
I much prefer this build where when I see a heavy/HMG combo its no longer ohhh! look at the free kill as now the CQC defense move is RUN!! away! from the heavy. |
Sha Kharn Clone
Seraphim Initiative. CRONOS.
1087
|
Posted - 2012.10.11 12:36:00 -
[12] - Quote
Lol well I would say I'm right behind you on that one but thats not really true I would be waaaay infront running like a little pansy....from almost everything all the time.
Hvy hmg is just insane now and its lost its only predator the CQB scout.
Stopped playing my hmg char and deleted it because I should be working on my poor gungame skills not rofl stomping eveything. |
KingBabar
Seraphim Initiative. CRONOS.
443
|
Posted - 2012.10.11 12:44:00 -
[13] - Quote
I'd like to get some actual feedback on my idea.
Under the assumtion that: Low speed = proper hit detection.
Wouldn't that make the removal or reduction of "getting slowed down even further by enemy fire" be the right course of action to minimize the annoyance and restoring at least a little of the movement game? |
Cpl Quartz
127
|
Posted - 2012.10.11 12:45:00 -
[14] - Quote
KingBabar wrote:As I see it, the reduced strafing speed is CCP's sollution to the bad hit detection issue.[/b]
good call, someone else with a brain calling them out for compromising gameplay as a quickfix to a bug.
1+
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Ky'noke Vyrus
Villore Sec Ops Gallente Federation
21
|
Posted - 2012.10.11 12:46:00 -
[15] - Quote
Scouts were meant to take on heavys. It should take a rediculously long time if 1v1 but with circle strafing a shotgun scout or smg scout should win if they close without getting killed. Scouts need strafe boost back and hvys need a health boost back. Read some of the early posts from devs. This is how the game was intended.. |
Sha Kharn Clone
Seraphim Initiative. CRONOS.
1087
|
Posted - 2012.10.11 12:51:00 -
[16] - Quote
Ky'noke Vyrus wrote:Scouts were meant to take on heavys. It should take a rediculously long time if 1v1 but with circle strafing a shotgun scout or smg scout should win if they close without getting killed. Scouts need strafe boost back and hvys need a health boost back. Read some of the early posts from devs. This is how the game was intended..
Nice that some people here can read and have a clue what they are taling about. +1 |
Tech Ohm Eaven
L.O.T.I.S. Legacy Rising
401
|
Posted - 2012.10.11 12:51:00 -
[17] - Quote
Sha Kharn Clone wrote:Lol well I would say I'm right behind you on that one but thats not really true I would be waaaay infront running like a little pansy....from almost everything all the time.
Hvy hmg is just insane now and its lost its only predator the CQB scout.
Stopped playing my hmg char and deleted it because I should be working on my poor gungame skills not rofl stomping eveything.
In CQC a heavy/HMG is scary but out in the open an AR or a laser with light sharpshooter L5 and the heavy just dies, dies and sends me hate mail.
The scout with Vigor, Endurance and mobility at L5 is very fun to use versus a slower moving assault and I think the only thing missing to make the scout really scarey is some vegetation to hide in. Oh and some no waiting to use novaknifes and folks can play scout Jason/hockey mask.
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Tech Ohm Eaven
L.O.T.I.S. Legacy Rising
401
|
Posted - 2012.10.11 12:57:00 -
[18] - Quote
KingBabar wrote:I'd like to get some actual feedback on my idea.
Under the assumtion that: Low speed = proper hit detection.
Wouldn't that make the removal or reduction of "getting slowed down even further by enemy fire" be the right course of action to minimize the annoyance and restoring at least a little of the movement game?
Yes that mechanic needs to go since now with slower speeds its no longer needed to ensure proper hit sync of shooter and shootee.
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Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2012.10.11 13:03:00 -
[19] - Quote
KingBabar wrote:I'd like to get some actual feedback on my idea.
Under the assumtion that: Low speed = proper hit detection.
Wouldn't that make the removal or reduction of "getting slowed down even further by enemy fire" be the right course of action to minimize the annoyance and restoring at least a little of the movement game?
Yes, unless that further speed decrease was also required to fully fix hit detection.
It could have required such a slow lateral velocity that CCP decided to implement it in a two stage manner so as not to be so obvious when not in a firefight. They slow you enough for the first bullet to have a decent chance, then kick in the full effect once it is determined you are in a fight.
Absent an explanation from the Devs we can only speculate. |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1155
|
Posted - 2012.10.11 13:04:00 -
[20] - Quote
Tech Ohm Eaven wrote:Laurent Cazaderon wrote:Sha Kharn Clone wrote:Even with higher sprint speed a scout would be insane to take on a hmg. CCP made it very very clear that if a scout gets close to a hvy it should be game on. This is not the case and your fix wont make this so. Still + 1 because this is a very important topic and your right about playstyles. The side to side strafing was stupid yes but now we dont even have circle strafing. Why not give it back its high strafe speed but make it a little slower to change back and strafe the other way? TBH I dont really know all I know is its ruined the game for alot of peeps and nowdays camping will get you everywhere. I'm with you dude yet camping isnt that much present at the moment. I still manage to go forward objectives without being corner-waited each time. But, there's situations now where you have absolutely no chance to have any impact on the result when you had it before in precursor. It's not especially regarding killing a guy as much as it is about finding cover or exhausting a dude's ammo before having a chance to counter attack. And THAT is bothering me. big time. Now its about tactical awareness of where the enemy is and where they are looking at for a proper avenue of attack versus lasts build of who cares how many are in front of me and my NEO bullet dodge moves. I much prefer this build where when I see a heavy/HMG combo its no longer ohhh! look at the free kill as now the CQC defense move is RUN!! away! from the heavy.
Tactical... was waiting for that one. Sorry but in previous build, running like a fool against a pack of enemy got you killed as well. Running around without paying attention to HAVs, snipers and such was primordial as well.
If we listen to you guys it's like previous Dust build was open to do whatever you felt like doing because people travelled at the speed of light. Non-sense.
And again, what you refer to is the forever coming back point about broken HD on scouts. If you had red properly previous posts you would have already saw something about that..... |
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Tech Ohm Eaven
L.O.T.I.S. Legacy Rising
401
|
Posted - 2012.10.11 13:05:00 -
[21] - Quote
Ky'noke Vyrus wrote:Scouts were meant to take on heavys. It should take a rediculously long time if 1v1 but with circle strafing a shotgun scout or smg scout should win if they close without getting killed. Scouts need strafe boost back and hvys need a health boost back. Read some of the early posts from devs. This is how the game was intended..
Nah since it invalidates leveling up sharpshooter skills. And just as early DEV posts about EVE do not equal EVE in its present state such is the expected state of Dust. Its an evolving enterprise and not a set in stone roadmap. Whats missing are absent game balance components such as a simple glue trap deployable only by scouts to trap enemy soldiers.
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Vrain Matari
ZionTCD Legacy Rising
404
|
Posted - 2012.10.11 14:08:00 -
[22] - 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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Laurent Cazaderon
Villore Sec Ops Gallente Federation
1155
|
Posted - 2012.10.11 14:31:00 -
[23] - Quote
Tech Ohm Eaven wrote:Ky'noke Vyrus wrote:Scouts were meant to take on heavys. It should take a rediculously long time if 1v1 but with circle strafing a shotgun scout or smg scout should win if they close without getting killed. Scouts need strafe boost back and hvys need a health boost back. Read some of the early posts from devs. This is how the game was intended.. Nah since it invalidates leveling up sharpshooter skills. And just as early DEV posts about EVE do not equal EVE in its present state such is the expected state of Dust. Its an evolving enterprise and not a set in stone roadmap. Whats missing are absent game balance components such as a simple glue trap deployable only by scouts to trap enemy soldiers.
What's the point with sharpshooter skills ? Circle straffing means CQC. Sharpshooter means longer range fights. Also, about the evolving enterprise. I agree on that. But, to evolve, the game must leave room for every play type. And straf nerf kills a lot of the scout's possibilities. A glue trap wont make any difference.
There's a difference between game evolution and fundamental principles. Heavy, not agile. tough. Assault, versatile. Logi, bit slower and weaker but support oriented. Scout, agile and weak. Now we have : heavy, not agile. Assault, not agile, Logi, not agile, Scout, not agile. Great.
Nowhere it is said then that you have to pick ONE gunplay style depending on your suit. You can try and take a heavy to have a good sprint speed. Or take a scout and go fast Shotgunning at close rank. Or i dont know. take a heavy and use a snipe\SL combo. Thing is, killing the differences between scout type also kills the variety in the ennemy you will face. |
Cpl Quartz
127
|
Posted - 2012.10.11 14:44:00 -
[24] - Quote
Vrain Matari wrote: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.
simple then keep the new HD and turn strafe back to how it was. who complained about strafe speed anyway why change it(exept for scout unhittable bug and anyway why change the strafe speed for all classes)? not going to happen because there's way too much coincidence that they enabled a HD fix and a strafe speed reduce in one patch. anyway it's their game if they are happy with making the gameplay not enjoyable to fix something hoping the players won't notice that's up to them.
a 25% player count drop says it all. |
Jack McReady
A.C.M.E Corp
71
|
Posted - 2012.10.11 15:12:00 -
[25] - Quote
Cpl Quartz wrote:Vrain Matari wrote: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.
simple then keep the new HD and turn strafe back to how it was. who complained about strafe speed anyway why change it(exept for scout unhittable bug and anyway why change the strafe speed for all classes)? not going to happen because there's way too much coincidence that they enabled a HD fix and a strafe speed reduce in one patch. anyway it's their game if they are happy with making the gameplay not enjoyable to fix something hoping the players won't notice that's up to them. a 25% player count drop says it all. nope, we dont need circle dance parties like in the worst shooter that exists, aka halo the fps for kids.
slower strafe is fine as long as the speed is balanced across all classes but it currently is not, it makes no sense that the scout is suddenly a brick like the heavy. |
Auztin Dorriety
Tritan-Industries Legacy Rising
8
|
Posted - 2012.10.11 15:13:00 -
[26] - Quote
Why should you be able to go Matrix in a first person shooter.You should not be able to jump over me & run in circles shooting from the hip spraying your gun like this is an arcade game.Shooting from hip isn't skill based but gear based.You have better gun of course your going to win.Precursor was Socom 2 mixed in with Halo(Bad combination).Scouts should not be in a guy's face going 1v1 with a Heavy or Assault.How was the last build skill based with Halo/Superhero jumping scouts with shotguns everywhere fun?This is not supposed to be an arcade shooter like CoD or Halo. |
Cpl Quartz
127
|
Posted - 2012.10.11 15:15:00 -
[27] - Quote
Jack McReady wrote:Cpl Quartz wrote:Vrain Matari wrote: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.
simple then keep the new HD and turn strafe back to how it was. who complained about strafe speed anyway why change it(exept for scout unhittable bug and anyway why change the strafe speed for all classes)? not going to happen because there's way too much coincidence that they enabled a HD fix and a strafe speed reduce in one patch. anyway it's their game if they are happy with making the gameplay not enjoyable to fix something hoping the players won't notice that's up to them. a 25% player count drop says it all. nope, we dont need circle dance parties like in the worst shooter that exists, aka halo the fps for kids. slower strafe is fine as long as the speed is balanced across all classes but it currently is not, it makes no sense that the scout is suddenly a brick like the heavy.
so your saying the mechanics were bad/worse than what we have now last build?
anyway the little i have played this build it seems they nerfed 1 number in the strafe equasion and that nerfed everyone equally across the board. i.e they didnt even bother trying to balance each class individually. |
xjumpman23
Royal Uhlans Amarr Empire
262
|
Posted - 2012.10.11 15:24:00 -
[28] - Quote
This game has gotten incredbly boring this build. The gameplay and the BS that goes on in matches is no different than that of COD or BF.
The people hiding behind the "tactical" excuse really need to STFU. There's nothing tactical about head glitching behind a rock. I shouldn't have to prefire my gun before turning a corner, because I know some idiot camper is hiding behind it.
Replication and E3 were the best builds in this game, because they were action packed and required people to move and work together. Matches this build are incredibly stagnant, because half of the opposing forces are off hiding some place with snipers.
|
Cpl Quartz
127
|
Posted - 2012.10.11 15:28:00 -
[29] - Quote
cyclops shooting is awesome isn't it. |
KingBabar
Seraphim Initiative. CRONOS.
443
|
Posted - 2012.10.12 06:39:00 -
[30] - Quote
Again, this thread was supposed to be about loosing the "go into slomo mode when hit" issue. I think it would solve a lot.
And I do agree, this build is definately the most boring. I can't really go anywhere without facing 3-5 people just waiting for someone to pop up in whatever area of the map they control. Its stagnant and boring. Take away my ability to move about and engage several enemies simultaneously and you're left with either blob or trench warefare, I need action and adrenaline, not the pot shot taking position game its become. |
|
Iron Wolf Saber
BetaMax.
2866
|
Posted - 2012.10.12 07:09:00 -
[31] - Quote
Op doesnt understand that strafe speed was not the result of fixing hit detection. Rather a new mobility system that takes planet attributes into effect which requires intertia and mass to be added to everything. |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1155
|
Posted - 2012.10.12 07:27:00 -
[32] - Quote
Auztin Dorriety wrote:Why should you be able to go Matrix in a first person shooter.You should not be able to jump over me & run in circles shooting from the hip spraying your gun like this is an arcade game.Shooting from hip isn't skill based but gear based.You have better gun of course your going to win.Precursor was Socom 2 mixed in with Halo(Bad combination).Scouts should not be in a guy's face going 1v1 with a Heavy or Assault.How was the last build skill based with Halo/Superhero jumping scouts with shotguns everywhere fun?This is not supposed to be an arcade shooter like CoD or Halo.
you obviously have no idea what you're talking about..... Precursor had decent strafing, i came in 3 weeks after it was released and managed to win more fights than in the current build i started day one. So strafing being gear based ? Learn FPS basics please as strafing is EXACTLY what will help you overcome a gear difference !
Also, scout not supposed to face heavies ? Nothing is SUPPOSED in this game. what you're SUPPOSED to have though is the type of character YOU want. I would even say than you're freakin wrong. Imo a scout should be more fit to face a heavy than an assault. As it can reach very close quarter faster and then overcome the guy with movement.
HELL IT IS CCP WHO WROTE THAT IN THEIR DEVBLOG INTRODUCING THE GAME AND CONCEPT !
Tired of people who mostly know jack and act like they're experts. |
Your MonkeyWrench
Seituoda Taskforce Command Caldari State
14
|
Posted - 2012.10.12 10:07:00 -
[33] - Quote
KingBabar wrote: How about a reduction or even a complete removal of the character slow down when hit? I'm not 100% on this one but i think it will do the trick. Its not so much the lowered speed that is annoying, making it very easy to initially hit targets, but the slow down of movement makes it even easier to keep hitting a target which doesn't really have any alternative but to either die or more or less stay close to cover all the time, making the game a boring camp fest for many players. [/b]
I like your suggestion.
People say it is more tactical now. Then please tell me a tactical shooter in which you can not take cover. We can stand behind cover and we can crouch, thats all.
Edit: Since we can't move even a little when shot and ARs having no recoil there is no way winning a firefight if you're not the one hitting first. Add recoil so people have to aim again. If I am shot, I try to bunny hop (stupid mechanic btw, strafing would much better) and when the enemy reloads I kill him. Never experienced such a boring gun game before. |
Jason Pearson
Seraphim Initiative. CRONOS.
742
|
Posted - 2012.10.12 11:48:00 -
[34] - Quote
Tech Ohm Eaven wrote:Laurent Cazaderon wrote:Sha Kharn Clone wrote:Even with higher sprint speed a scout would be insane to take on a hmg. CCP made it very very clear that if a scout gets close to a hvy it should be game on. This is not the case and your fix wont make this so. Still + 1 because this is a very important topic and your right about playstyles. The side to side strafing was stupid yes but now we dont even have circle strafing. Why not give it back its high strafe speed but make it a little slower to change back and strafe the other way? TBH I dont really know all I know is its ruined the game for alot of peeps and nowdays camping will get you everywhere. I'm with you dude yet camping isnt that much present at the moment. I still manage to go forward objectives without being corner-waited each time. But, there's situations now where you have absolutely no chance to have any impact on the result when you had it before in precursor. It's not especially regarding killing a guy as much as it is about finding cover or exhausting a dude's ammo before having a chance to counter attack. And THAT is bothering me. big time. Now its about tactical awareness of where the enemy is and where they are looking at for a proper avenue of attack versus lasts build of who cares how many are in front of me and my NEO bullet dodge moves. I much prefer this build where when I see a heavy/HMG combo its no longer ohhh! look at the free kill as now the CQC defense move is RUN!! away! from the heavy.
Gonna quote this, because I think he's right. I now play using a lot more cover, I can also dodge bullets but I sprint around turning to avoid the shots instead of running left and right. Also, I now **** bricks when I see a Heavy with a HMG holding a point because I could charge him, but I can't dance around him any more getting that easy kill so he's probably going to win. Now I have to think about where I'm going, does that place have enough cover to let me get the drop on that heavy? It works.
Adapt or Die.
KingBabar wrote:Again, this thread was supposed to be about loosing the "go into slomo mode when hit" issue. I think it would solve a lot.
And I do agree, this build is definately the most boring. I can't really go anywhere without facing 3-5 people just waiting for someone to pop up in whatever area of the map they control. Its stagnant and boring. Take away my ability to move about and engage several enemies simultaneously and you're left with either blob or trench warefare, I need action and adrenaline, not the pot shot taking position game its become.
I actually find this build great fun, if you keep dying repeatedly to those 3-5 enemies you're doing something wrong. Take some time to think about your strategy, I've destroyed countless groups of people because they've stayed in a spot or they've charged me and I've taken a strategically better spot. Also playing by yourself is going to cost you, get a mic, get a squad and go loose, together. I play with 2-3 others constantly with constant comms going so we know whats going down at any moment in time. We're rarely beaten by "blobs" of players because we're taking the higher ground, we're taking cover and smashing things, it's probably the most fun I've had in a FPS |
Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.10.12 11:51:00 -
[35] - Quote
KingBabar wrote:As I see it, the reduced strafing speed is CCP's sollution to the bad hit detection issue. Even though I would prefer playing with the last builds' strafing speed, its fairly obvious that scout suit, especially when used in an adventageous manner (the super fast side to side straifing some people have used while just spraying wildly with an smg or even shotgun), needed a huge nerf in this regard. I've even tried this for a few games myself when I equipped a scout suit and used a normal AR instead of a tactical AR/assault combo that I normally use. Its quite riddicilous when I can stand right infront of a heavy and wildly emty two clips in his general direction, without even loosing half my shields. Something had to be done.
I theorize that the (bad) core mechanics combined with general internet latency couldn't cope with such high speeds and consequently reducing the speed is the only way they've been able to adress the hit detection issue that have troubled this beta since launch. I belive it is so due to the fact that CCP haven't really adressed this issue publicly, and they should have, its been several months and this is a much more important issue than adding another gun or whatnot.
Even though I'm one of those wannabe elite run and gun kind of players who have on several occations cried out over this on these forums, I'm beginning to realize that this is probably what we'll end up with. So what to do? Is there a sollutions that will make both the wannabe gang and the eve noobs satisfied?
How about a reduction or even a complete removal of the character slow down when hit? I'm not 100% on this one but i think it will do the trick. Its not so much the lowered speed that is annoying, making it very easy to initially hit targets, but the slow down of movement makes it even easier to keep hitting a target which doesn't really have any alternative but to either die or more or less stay close to cover all the time, making the game a boring camp fest for many players.
This will make hitting a moving target harder, without raising the strafe speed to a point were bad hit detection becomes an issue again. It will help the players that are good at moving about, since they won't be slowed down to a crawl by the first bullets and mowed down directly after. This will also be "fair" to less skilled players, the movement rate is slow, as it is now, but they won't get additional help like it is now, were hitting a target makes them almost stop, making finishing the job super easy.
Its not the reduced strafe speed thats really the problem, its the combination of low strafe speed and lowered charcacter movement when hit that makes it very unpopular with experienced FPS players. WHY does everyone assume that lowering the strafe speed was only done to fix hit detection, and that by extension that that was the sum total of their solution?
Its crap like this that makes me stay away from the forums on some of the other games I test. The community decides something is true and starts ranting about it to the exception of all possible evidence to the contrary. I'm going to be damn glad when everyone is back at the office so we can get clarification in IRC that these "observations" are garbage. |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1155
|
Posted - 2012.10.12 13:02:00 -
[36] - Quote
Mobius Wyvern wrote: WHY does everyone assume that lowering the strafe speed was only done to fix hit detection, and that by extension that that was the sum total of their solution?
Its crap like this that makes me stay away from the forums on some of the other games I test. The community decides something is true and starts ranting about it to the exception of all possible evidence to the contrary. I'm going to be damn glad when everyone is back at the office so we can get clarification in IRC that these "observations" are garbage.
Apparently, the lowered speed movement is only linked to the new infantry physic model. Wich i find pretty bad btw... Players bumping, wall of glass, chaotic movements on relief area etc...
And regarding taking out the speed decrease when hit, i'd rather get straffing back to a decent level than this. And once more, saying that it is only in this build that there's a point in playing smart, using cover or adapting fit to situations just amazes me..... |
Tech Ohm Eaven
L.O.T.I.S. Legacy Rising
401
|
Posted - 2012.10.12 13:34:00 -
[37] - Quote
Laurent Cazaderon wrote:Mobius Wyvern wrote: WHY does everyone assume that lowering the strafe speed was only done to fix hit detection, and that by extension that that was the sum total of their solution?
Its crap like this that makes me stay away from the forums on some of the other games I test. The community decides something is true and starts ranting about it to the exception of all possible evidence to the contrary. I'm going to be damn glad when everyone is back at the office so we can get clarification in IRC that these "observations" are garbage.
Apparently, the lowered speed movement is only linked to the new infantry physic model. Wich i find pretty bad btw... Players bumping, wall of glass, chaotic movements on relief area etc... And regarding taking out the speed decrease when hit, i'd rather get straffing back to a decent level than this. And once more, saying that it is only in this build that there's a point in playing smart, using cover or adapting fit to situations just amazes me.....
NAH!! The problem WAS with NEO dodge moves folks needed ZERO strategy and ZERO tactical thinking as it was just get up in the face of folks and shoot, strafe, strafe with a modded controller to win.
Tactical and strategic thinking is always needed but until THIS BUILD it was never REQUIRED. This build folks need to pay attention to where the orange dots are faceing and PLAN an attack. In this build if folks want to camp then they die to bullets/lasers from folks that flanked them or went behind them and did the SURPRISE!! bullet tag.
The only thing I want is proxy chat so that I can creep up on an enemy sniper and say watcha sniping?? oh cool well ya missed one!! militia smg to snipers head. |
Tomoko Kawase
Subdreddit Test Alliance Please Ignore
2
|
Posted - 2012.10.12 13:54:00 -
[38] - Quote
I wonder if the people in here that think the hit detection was fixed have played any competitive shooters before? DUST has some of the worst hit detection I've ever encountered, albeit it's getting better with every patch. |
Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.10.12 14:02:00 -
[39] - Quote
For all the statements on cover, I now have one thing to say: What good is cover when your strafe speed is too low to let you get into cover before you die? |
KingBabar
Seraphim Initiative. CRONOS.
443
|
Posted - 2012.10.12 14:04:00 -
[40] - Quote
Mobius Wyvern wrote:KingBabar wrote:As I see it, the reduced strafing speed is CCP's sollution to the bad hit detection issue. Even though I would prefer playing with the last builds' strafing speed, its fairly obvious that scout suit, especially when used in an adventageous manner (the super fast side to side straifing some people have used while just spraying wildly with an smg or even shotgun), needed a huge nerf in this regard. I've even tried this for a few games myself when I equipped a scout suit and used a normal AR instead of a tactical AR/assault combo that I normally use. Its quite riddicilous when I can stand right infront of a heavy and wildly emty two clips in his general direction, without even loosing half my shields. Something had to be done.
I theorize that the (bad) core mechanics combined with general internet latency couldn't cope with such high speeds and consequently reducing the speed is the only way they've been able to adress the hit detection issue that have troubled this beta since launch. I belive it is so due to the fact that CCP haven't really adressed this issue publicly, and they should have, its been several months and this is a much more important issue than adding another gun or whatnot.
Even though I'm one of those wannabe elite run and gun kind of players who have on several occations cried out over this on these forums, I'm beginning to realize that this is probably what we'll end up with. So what to do? Is there a sollutions that will make both the wannabe gang and the eve noobs satisfied?
How about a reduction or even a complete removal of the character slow down when hit? I'm not 100% on this one but i think it will do the trick. Its not so much the lowered speed that is annoying, making it very easy to initially hit targets, but the slow down of movement makes it even easier to keep hitting a target which doesn't really have any alternative but to either die or more or less stay close to cover all the time, making the game a boring camp fest for many players.
This will make hitting a moving target harder, without raising the strafe speed to a point were bad hit detection becomes an issue again. It will help the players that are good at moving about, since they won't be slowed down to a crawl by the first bullets and mowed down directly after. This will also be "fair" to less skilled players, the movement rate is slow, as it is now, but they won't get additional help like it is now, were hitting a target makes them almost stop, making finishing the job super easy.
Its not the reduced strafe speed thats really the problem, its the combination of low strafe speed and lowered charcacter movement when hit that makes it very unpopular with experienced FPS players. WHY does everyone assume that lowering the strafe speed was only done to fix hit detection, and that by extension that that was the sum total of their solution? Its crap like this that makes me stay away from the forums on some of the other games I test. The community decides something is true and starts ranting about it to the exception of all possible evidence to the contrary. I'm going to be damn glad when everyone is back at the office so we can get clarification in IRC that these "observations" are garbage.
In that case, CCP has a big communication issue. So its pure conicidence that the nerfed straifing speeds and "improved hit detection" came simultaniously? That makes me wonder why they changed the straifing speeds in the first place. There was nothing wrong with the speed to begin with. I can't recall anyone complaining about it. Sure, many, myself included, did grief a lot about the scout suits being OP, but not for their speed, only because the game wasn't quick enough to follow making them almost unkillable in CQC.
CCP can stack as much glitter as they want, without a rigid fundation this house of cards might just topple in on itself.
|
|
KingBabar
Seraphim Initiative. CRONOS.
443
|
Posted - 2012.10.12 14:05:00 -
[41] - Quote
Mobius Wyvern wrote:For all the statements on cover, I now have one thing to say: What good is cover when your strafe speed is too low to let you get into cover before you die?
Yes, couldn't have said it better myself... |
Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.10.12 14:06:00 -
[42] - Quote
KingBabar wrote:Mobius Wyvern wrote:KingBabar wrote:As I see it, the reduced strafing speed is CCP's sollution to the bad hit detection issue. Even though I would prefer playing with the last builds' strafing speed, its fairly obvious that scout suit, especially when used in an adventageous manner (the super fast side to side straifing some people have used while just spraying wildly with an smg or even shotgun), needed a huge nerf in this regard. I've even tried this for a few games myself when I equipped a scout suit and used a normal AR instead of a tactical AR/assault combo that I normally use. Its quite riddicilous when I can stand right infront of a heavy and wildly emty two clips in his general direction, without even loosing half my shields. Something had to be done.
I theorize that the (bad) core mechanics combined with general internet latency couldn't cope with such high speeds and consequently reducing the speed is the only way they've been able to adress the hit detection issue that have troubled this beta since launch. I belive it is so due to the fact that CCP haven't really adressed this issue publicly, and they should have, its been several months and this is a much more important issue than adding another gun or whatnot.
Even though I'm one of those wannabe elite run and gun kind of players who have on several occations cried out over this on these forums, I'm beginning to realize that this is probably what we'll end up with. So what to do? Is there a sollutions that will make both the wannabe gang and the eve noobs satisfied?
How about a reduction or even a complete removal of the character slow down when hit? I'm not 100% on this one but i think it will do the trick. Its not so much the lowered speed that is annoying, making it very easy to initially hit targets, but the slow down of movement makes it even easier to keep hitting a target which doesn't really have any alternative but to either die or more or less stay close to cover all the time, making the game a boring camp fest for many players.
This will make hitting a moving target harder, without raising the strafe speed to a point were bad hit detection becomes an issue again. It will help the players that are good at moving about, since they won't be slowed down to a crawl by the first bullets and mowed down directly after. This will also be "fair" to less skilled players, the movement rate is slow, as it is now, but they won't get additional help like it is now, were hitting a target makes them almost stop, making finishing the job super easy.
Its not the reduced strafe speed thats really the problem, its the combination of low strafe speed and lowered charcacter movement when hit that makes it very unpopular with experienced FPS players. WHY does everyone assume that lowering the strafe speed was only done to fix hit detection, and that by extension that that was the sum total of their solution? Its crap like this that makes me stay away from the forums on some of the other games I test. The community decides something is true and starts ranting about it to the exception of all possible evidence to the contrary. I'm going to be damn glad when everyone is back at the office so we can get clarification in IRC that these "observations" are garbage. In that case, CCP has a big communication issue. So its pure conicidence that the nerfed straifing speeds and "improved hit detection" came simultaniously? That makes me wonder why they changed the straifing speeds in the first place. There was nothing wrong with the speed to begin with. I can't recall anyone complaining about it. Sure, many, myself included, did grief a lot about the scout suits being OP, but not for their speed, only because the game wasn't quick enough to follow making them almost unkillable in CQC. CCP can stack as much glitter as they want, without a rigid fundation this house of cards might just topple in on itself. If you'll look, there was a 200+ post thread requesting a reduction to strafe speed in order to remove "dancing". Its pretty obvious that they acted on that with this build. |
Tech Ohm Eaven
L.O.T.I.S. Legacy Rising
401
|
Posted - 2012.10.12 14:15:00 -
[43] - Quote
Mobius Wyvern wrote:For all the statements on cover, I now have one thing to say: What good is cover when your strafe speed is too low to let you get into cover before you die?
What are you talking about?? I shoot and the enemy shoots and I go around a truck or whatever cover is at hand when my shields are down. Enemy follows expecting an easy kill and they get an SMG "greeting" that in most cases results in a dead enemy clone.
O h look! theres cover a hundred yards away so lets strafe until we get there?? Its up to you to decide what cover to use and how to get there. Endurance, Vigor and Mobility at L5 do help.
|
Avenger 245
Crux Special Tasks Group Gallente Federation
477
|
Posted - 2012.10.12 14:18:00 -
[44] - Quote
i think strafing can be brought up some but keep the slowing mechanic just make it less steady in how it affects your movement speed, for example getting shot slows you down a set amount then it bounce back up, well instead let the mechanic woble between slow and normal speed.
strafing doesnt need to be where it was before but a slight increase would be helpful. i dont want to see the old builds strafing though that was just stupid no circle strafing but a little more strafe speed would be heplful maybe 10% increase to strafe that would be a good starting point, but i dont want to see circle strafing and bullet dodging.
as for those who say a scout should be able to kill a heavy i disagree a scout should be doing recon and indirect support roles not a ofensive suit, no need to make the scout run circles around everything agian a heavy should be able to blast a scout to peices and a assault should be able to deal with them they scout need to be doing recon and indirect support roles such as droping uplinks, quick hacking, anti sniping, and spotter, not CQC warrior that should be an assult, gear towards CQC. the scout shouldnt be set up with CQC in mind but with recon in mind. |
Tech Ohm Eaven
L.O.T.I.S. Legacy Rising
401
|
Posted - 2012.10.12 14:29:00 -
[45] - Quote
Once we have deployable turrets then we have a whole new game where strafeing will be a minor concern versus three large blaster turrets close to an objective waiting for "volunteers" either on foot or in jeeps or tanks.
And place anywhere squad deployable turrets are going to mix it up also?? |
Jason Pearson
Seraphim Initiative. CRONOS.
742
|
Posted - 2012.10.12 14:41:00 -
[46] - Quote
Mobius Wyvern wrote:For all the statements on cover, I now have one thing to say: What good is cover when your strafe speed is too low to let you get into cover before you die?
So if you play with a Controller, see the two joysticks on it? Yes that's right, the left one lets you move forward and strafe but if you look on the right side, this one lets you TURN! Maybe, if you decided to use this impressive new turn feature you might be able to turn to the side and sprint towards cover, turn back and suppress the enemy with lots of bullets!
Hope this helps!
Seriously? |
Ignatius Crumwald
Sanmatar Kelkoons Minmatar Republic
475
|
Posted - 2012.10.12 15:09:00 -
[47] - Quote
Jason Pearson wrote:Mobius Wyvern wrote:For all the statements on cover, I now have one thing to say: What good is cover when your strafe speed is too low to let you get into cover before you die? So if you play with a Controller, see the two joysticks on it? Yes that's right, the left one lets you move forward and strafe but if you look on the right side, this one lets you TURN! Maybe, if you decided to use this impressive new turn feature you might be able to turn to the side and sprint towards cover, turn back and suppress the enemy with lots of bullets! Hope this helps! Seriously?
Sir? Sir... I'm gonna have to ask you to shut up.
Turning in this game is probably the only thing slower than strafing. Everyone controls like Robobrain from Fallout 3.
If you are OK with moving around like a 1960's stylized automaton with track wheels and slinky arms, then you may need to strike your PS3 several times sharply with a ball peen hammer until you just stop it already with that particular feel.
|
Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.10.12 15:12:00 -
[48] - Quote
Ignatius Crumwald wrote:Jason Pearson wrote:Mobius Wyvern wrote:For all the statements on cover, I now have one thing to say: What good is cover when your strafe speed is too low to let you get into cover before you die? So if you play with a Controller, see the two joysticks on it? Yes that's right, the left one lets you move forward and strafe but if you look on the right side, this one lets you TURN! Maybe, if you decided to use this impressive new turn feature you might be able to turn to the side and sprint towards cover, turn back and suppress the enemy with lots of bullets! Hope this helps! Seriously? Sir? Sir... I'm gonna have to ask you to shut up. Turning in this game is probably the only thing slower than strafing. Everyone controls like Robobrain from Fallout 3. If you are OK with moving around like a 1960's stylized automaton with track wheels and slinky arms, then you may need to strike your PS3 several times sharply with a ball peen hammer until you just stop it already with that particular feel. Yeah, turning speed is something else that needs to be increased
MOST IMPORTANTLY
As I said before, this nerf was likely as a result of a massive thread on reducing strafe speed that can be found in the Feedback section, which is posted in far less frequently. Let this be a lesson that we need to find those threads and counter them before they lead to nerfs like this. |
Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2012.10.12 16:06:00 -
[49] - Quote
The FanFest video with the betrayal showed tactical use of cover, including a sprint followed by a power slide and deep crouch behind cover on the part of the squad leader.
Was all that for cinematic drama, or does CCP intend to implement that in game?
The trailer is full of promises, but right now it doesn't work that way. |
Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2012.10.12 16:25:00 -
[50] - Quote
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. |
|
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1155
|
Posted - 2012.10.12 16:45:00 -
[51] - Quote
200+ thread aboout dancing ? Exagerating much ? Also, those were threads with 3-4 whiners in it.
This strafe nerf mobilized a lot more complaints and well more explained, no doubt about that. |
Ky'noke Vyrus
Villore Sec Ops Gallente Federation
21
|
Posted - 2012.10.12 16:51:00 -
[52] - Quote
CCP doesn't want to lose customer base to early but if you read the latest dev blogs and watch the q&a from this month you can see that this game is pretty much a CoD clone with rpg elements. They have stated where they are going. Just no one wants to hear it.
Ps. Sony and ccp have had the rpg playerbase for a long time. They are looking to grab the fps community now. What they don't realize is a game like this is way to sophisticated for that playerbase. Most of us (the fps community) are mag kiddies who will destroy this game just like they did that one. |
Ranger SnakeBlood
OSG Planetary Operations Covert Intervention
126
|
Posted - 2012.10.12 17:06:00 -
[53] - Quote
Laurent Cazaderon wrote:200+ thread aboout dancing ? Exagerating much ? Also, those were threads with 3-4 whiners in it.
This strafe nerf mobilized a lot more complaints and well more explained, no doubt about that.
More explained i thought back in the old treads i remember them the fact was it was not 3 or 4 whiners their was far more of us but a few took it upon ourselfs to see it fixed and we did test the scout suit against assult and found we were playing far better with scout + shotgun while straffing than playing as a assult so yes it was broken, the simple fact of them treads was there were very few people oposed to the treads that gave ANY valid points without resorting to trolling,
most of us agreed to wait for hit detection to be fixed including myself but over the next 2 or 3 months and 2 build it was not fixed, also i dont think its creating alot more negative feedback our group just stayed on the one or two treads where regarding this there are far more treads with about the same 7 or so people that crop up on the treads over and over basicly ye are talking more i doubht the straffers are a mojority despite lack of stats i did notice that there was alot of people who made one or two posts on the treads that agreed with us where as the strafers have people who post alot more posts while some of us have many post on subject also
The fact is the 3 or 4 whiners as you put it despite having far more than 3 or 4 did raise many more valid point than the other side |
Vrain Matari
ZionTCD Legacy Rising
404
|
Posted - 2012.10.13 02:45:00 -
[54] - 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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