Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
AE5C
Subdreddit Test Alliance Please Ignore
6
|
Posted - 2012.12.01 04:02:00 -
[1] - Quote
As someone who is accustomed to only playing shooters with a mouse and keyboard (for at least 13+ years), some of my qualms may be alleviated by simply ditching the controller.
- I can never understand what is happening in Ambush mode
Almost every time after re-spawning in a blue point I seem to die almost instantly before I'm even able to figure out what direction I'm facing in. I tried a few games of this but lost interest quickly, and migrated over to Skirmish mode. Every other point I make will only be related to Skirmish mode.
- The re-spawn points are disorienting
The direction that I'm facing when I re-spawn seems to be random, and the various spawn points for the same location have a varying degree of quality. What I mean is, sometimes I'll spawn directly on top of the capture point and other times I have the chance of spawning downhill from it, or somewhere in the outside perimeter, totally exposed to enemy fire. If this was done intentionally to make it extremely difficult to defend a position after dying, then job well done.
- All of the maps are unbalanced
Why? Because any game mode that has two teams competing for the exact same objective points can only be truly even if the map is symmetrical. Maybe I'm just unfamiliar with the console FPS generation, but I feel like the is FPS 101.
- The map design encourages a "horde" style of gameplay
As I said earlier, the capture points are difficult to defend, not just because of spawn placements, but because they're put in the middle of a ditch and surrounded by hills. So why defend them when it's easier and more efficient not to? I've noticed that the team that almost always wins is the one that travels around from point to point in a giant blob.
- Weapons feel unbalanced
Again, I suck really bad, so this one could just be false all around, but I feel like I might as well give my opinion. Lasers kick my ass every time. If I see someone shooting a laser from a mile away, I just turn around. While I understand that this is meant to be an extension of the Eve damage types, I think the way the damage is scaled needs to be reworked in Dust. The only way I see this working in its current form is if the game is trying to push players towards having a wide variety of load outs before the game starts.
- The learning curve is too high
I know, this is CCP, Eve is hard, why should I expect Dust to be any different? Because this is not Eve. Eve offers what no other MMO can, and that is exactly why people pick it up in the first place. Can the same be said about Dust? As someone who's played Eve for well over a year now it still took me at least 15 minutes of working through the menus and brief tutorials in Dust before I felt like I had a decent enough understanding of what was going on to jump into a game. For a game that is competing with the CoD's and Halo's of the world, this alone has the potential to kill off any interest that newcomers to the Eve universe might have had in Dust. Ultimately, I wonder if the complexities of the game contribute enough to the gameplay to warrant their implementation?
With that said, the core FPS mechanics and controls feel surprisingly solid, and the art direction is nothing short of amazing. I'm looking forward to seeing how the game will change once it's been released and becomes an extension of New Eden. I hope to be proven wrong about my skeptical outlook on the current state of the game, and that Dust is able to introduce an entirely new group of people to New Eden.
|
Belzeebub Santana
SVER True Blood Unclaimed.
409
|
Posted - 2012.12.01 04:51:00 -
[2] - Quote
Wow you a soooo totally new here!
Your post is concise, with no name calling, cursing or QQing. This is deffinitly not the norm, don't venture into GD, nothing but trolls and QQers, stay here and stay golden pony boy, stay golden!
|
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2012.12.01 06:07:00 -
[3] - Quote
Thank you for taking the time to post actual feedback. +1 for taking the time to explain your experience in detail and provide an explanation of why. |
RedRebelCork
Ahrendee Mercenaries Legacy Rising
37
|
Posted - 2012.12.01 11:20:00 -
[4] - Quote
Nice post OP. Agree with most of it except the map part. Symetrical maps whilst being as fair as possible are quite boring, there are plenty of maps over the years that were both fair, interesting for gameplay and asymetrical (counterstrike had loads) |
AE5C
Subdreddit Test Alliance Please Ignore
6
|
Posted - 2012.12.01 16:40:00 -
[5] - Quote
RedRebelCork wrote:Nice post OP. Agree with most of it except the map part. Symetrical maps whilst being as fair as possible are quite boring, there are plenty of maps over the years that were both fair, interesting for gameplay and asymetrical (counterstrike had loads) I agree, it is possible to have balanced maps that are asymmetrical as long as the game mode isn't designed so that both sides are competing for the exact same objective points. Asymmetry works in Counter-Strike because both sides have different goals, whether it be defending / attacking a bomb-site or defending / rescuing hostages. This is why Counter-Strike matches are played in halves, where each team switches sides midway through the game. Team Fortress 2 is a prime example of good map design using a control point mechanic, and all of the control point maps are perfectly symmetrical (Dota is another example of why this is necessary). You can make the maps more aesthetically interesting by changing some of the textures on either side, but ultimately if there is any change in distance to closest point, or point B from spawn, one side will have some kind of advantage (see Alterac Valley in WoW). |
Dev Mason
D3ath D3alers RISE of LEGION
17
|
Posted - 2012.12.01 22:46:00 -
[6] - Quote
Making all the maps symmetrical makes it boring, and takes away the challenge of the game.
The game is already pretty easy, considering I can beat a Heavy Suit with a HMG with my basic starter fitting. Sometimes the only reason I find challenge in this game is the fact that the terrain is so diverse across the map, and that the objectives are so different from each other.
The last thing we need is another mind numbing FPS .. |
Maken Tosch
Planetary Response Organisation Test Friends Please Ignore
1594
|
Posted - 2012.12.01 22:53:00 -
[7] - Quote
Not all maps are unbalanced. Line Harvest, from personal experience as a Nova ninja knifer, turned out to be very balanced because it has been iterated on constantly for months and thus makes the chances of winning from both teams 50-50 rather than 90-10 like Manus Peak does. Line Harvest prevents vehicles from dominating, is perfect for snipers, enough cover for assaults and heavies, and excellent for my knife.
Yes, I bring a knife and only a knife to a gun fight. |
AE5C
Subdreddit Test Alliance Please Ignore
6
|
Posted - 2012.12.02 02:14:00 -
[8] - Quote
Dev Mason wrote:Making all the maps symmetrical makes it boring, and takes away the challenge of the game.
The game is already pretty easy, considering I can beat a Heavy Suit with a HMG with my basic starter fitting. Sometimes the only reason I find challenge in this game is the fact that the terrain is so diverse across the map, and that the objectives are so different from each other.
The last thing we need is another mind numbing FPS .. Symmetry doesn't inherently make a map boring, in fact all the current skirmish maps are semi-symmetrical already. I think you're confusing symmetry with linearity. If the layout of a map forces players to only compete over a single point at any given time, then yes, I can see how that has the potential be boring and linear as a Dust map. But this is not the kind of design I'm promoting. Rorschach blots are proof that symmetrical layouts can be complex and interesting. |
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |