Belzeebub Santana
SVER True Blood Unclaimed.
409
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Posted - 2012.12.01 05:01:00 -
[1] - Quote
This was posted in Feedback and Requests part of the forums but wanted to post it here simply to show how one can bring up ones disappointments in this game in a constructive manner.
I dont agree with everything but that isn't the reason for re-posting this, for those that like to QQ please read-on and learn how CCP will listen to your point of view...
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.
I think I'm gonna cry.... |