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Garrett Blacknova
Codex Troopers
1849
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Posted - 2012.11.12 02:28:00 -
[1] - Quote
Requiring a double-tap in the interface when you're playing online - particularly in a game as large as DUST - is just BEGGING for trouble.
Minor lag interferes with timing enough that this would cause HUGE problems to code, and even bigger problems still for the people trying to use it. I'm not saying it isn't a great idea, just that it's VERY unlikely to work in the currently-suggested form.
Do what most shooters do. Make square (the reload button) pull double duty as a "use" function. Circle doesn't do anything but handle location-specific interactions. Let the reload button do that instead. tap to reload, hold to hack/activate/whatever. That frees up circle to be your grenade button, which is also a pretty standard control functionality for a lot of FPS games.
Now you get to use R2 for your weapon/item selection just like it works now, and L2 for active module control.
Also, there aren't any suits at present which have more than 2 weapon slots or more than 2 item slots, and it's reasonable to expect that the situation in that regard won't be changing.
Use the d-pad in combination with R2 instead of interfering with aiming when selecting weapons/items. Up for primary weapon, right for secondary, down and left can be your item slots. As in the current controls, tapping R2 is a quick-swap between weapons.
With L2 as module select, all you need to do is ensure that no more than 4 active modules are equipped on the dropsuit, and the same rules can apply. Once selected, tap L2 to activate or deactivate the selected module. No argument about how Capacitors work - except that you didn't mention modules having a cooldown - just like they do on vehicles at present, individual active modules should have their own cooldown in addition to capacitor use. |
Garrett Blacknova
Codex Troopers
1849
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Posted - 2012.11.12 02:57:00 -
[2] - Quote
J'Jor Da'Wg wrote:... lolwut. This gets rid of menus. All it requires is a change in controller setup, a UI update, and some new icons. Not complicated at all.
For the coding problems... In the long run, this is a worthy time investment as an addition to the game. I don't like responses that say "Good, but CCP shouldn't do it because they are busy." Let CCP deicde how busy they are.
In regards to double tap lag, probably the answer to that is to make it a "hold" instead. Tap it, and it selects 1-4, but hold it for 1.2 seconds and it selects 5-8.
Honestly, kinda disappointed in the responses. Doesn't anyone think this would really speed up combat, without being clunky?
If your idea was one where the "without being clunky" side was actually viable, I'd be all for it.
I like the CONCEPT, but I'm suggesting an alternative EXECUTION for it, because, honestly, your idea as it stands just... won't work. |
Garrett Blacknova
Codex Troopers
1849
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Posted - 2012.11.12 03:26:00 -
[3] - Quote
J'Jor Da'Wg wrote:The only thing I saw with your suggestion is using L2 as module select. Thats mapped for nades at the moment. Circle was to be the GRENADE button, with R2 as weapons/items and L2 as modules.
You could leave grenades where they are and have circle as modules, but that would make things awkward for aiming and controlling modules again.
Keep in mind that, for most players, any time spent with a thumb on the d-pad is time spent without that thumb on the movement stick - you can still AIM, but not MOVE while doing so. double-tapping is unreliable for lag-related reasons, holding would cause the same problems you're trying to avoid.
With my suggestion, you get 2 weapons max, 2 item slots (possible to have 1 weapon 3 items), and up to 4 slots for active modules.
It's otherwise mostly the same as your idea, just a slightly different way to reach the goal. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.11.13 21:22:00 -
[4] - Quote
J'Jor Da'Wg wrote:Bumping in reference to the tweet from CCP. Maybe I can get a dev's opinion on this? :) Tweet from CCP? Link? |
Garrett Blacknova
Codex Troopers
1849
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Posted - 2012.11.15 19:46:00 -
[5] - Quote
I'm just here to say that more people should be looking at this thread.
You know you want to. |
Garrett Blacknova
Codex Troopers
1849
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Posted - 2012.11.19 15:42:00 -
[6] - Quote
Fargen Icehole wrote:Read thru half of OP, then gave up. Tbh, you need to stick to the KISS principle. Depth to a point is nice, but at some point, you overcomplicate things, and it stops being a fun FPS. Keep the active mods to vehicles, keep the infantry stuff simpler. KISS + EVE = No room for DUST |
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