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GoD-NoVa
Imperfects Negative-Feedback
174
|
Posted - 2013.01.16 02:31:00 -
[1] - Quote
This is an open discussion thread about things that need to be fixed before/after open beta launches. This thread will hopefully bring light to what course DUST 514 should take during these next 1-4 weeks. In order for a game of this caliber to survive, the player base should be composed of mostly hardcore players. The type that love to get involve into competitive play. These will be the players who will keep coming back to DUST because of the potential competitive side. I am one of these players. I have been competitive gaming for about 5 years now. When a game fails to support competitive gaming or fails to attract the hardcore players, it dies because most of these players will quit playing for newer games.
Before i start, for those of you who think "This is just beta, there will be a fix for this soon".......i dont think so. We havn't heard anything from CCP and since we are coming closer and closer to open beta we need to get this game as close as possible to a "Great time". Right now its just a pain in the butt.
Issues with DUST 514:
Problem: First are the grenades. They are just too easy to throw and get quick kills. Once open beta rolls in many players will quit after a few games because of the MASSIVE grenade spam event currently in motion. Once someone throws it out it has about 2 seconds before it goes off. That's too short to maneuver around.
Fix: Return the grenades to a 4-5 defuse time. Once they throw it (without cooking it) there should be a 4 second delay before it goes off. Force these players to be smart and learn how to cook the grenades so they can time a grenade kill.
Problem: Spawns are horrible. They are very much Call of Duty style. What do i mean by this? Basically there is a random spawn system in COD which is very bad for competitive play. Once many people make the jump to DUST 514 they will be very disappointed with spawning into 2-3 different enemies. That really makes these players mad.
Fix: Somehow we need to make a return to the style of map first shown in the first DUST build. With the task of escorting the MCC past objective A&B and into the enemy base. We NEED more of those types of maps. The feeling of actually having to push forward and push the enemy back till we reach their main base was awesome. That map eliminated random spawns so it was very rare to have someone spawn right behind or in front of you. It felt like tug-of-war instead of the "run around with our head cut off" direction the current maps have. We need more direction in these maps.
To me, these are the most important issues to fix. Other glitches are present but most of them don't happen very often. They will understand that some of the small glitches will happen sometimes. But such issues as the random spawning, grenade spam and a few others will happen pretty much EVERY game. They need to be worked on before the open beta. I'm sure i left out more known issues so please help me to reveal them. Think about which fixes should happen first and then think about the others that can come AFTER open beta launches. What will keep people playing? What will drive them away?
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xprotoman23
Internal Error. Negative-Feedback
1452
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Posted - 2013.01.16 02:35:00 -
[2] - Quote
grenades don't need a dedicated button. They should have to be swapped to like any other piece of equipment, and thrown using R1. |
GoD-NoVa
Imperfects Negative-Feedback
174
|
Posted - 2013.01.16 02:46:00 -
[3] - Quote
xprotoman23 wrote:grenades don't need a dedicated button. They should have to be swapped to like any other piece of equipment, and thrown using R1.
i would have to disagree, i believe once we have a longer timer there will be less grenade spam and people will have to learn how to tactically use their grenades. i really want the game to feel fluid and i believe having to manually switch to grenades will upset the game play
thx for your post |
Beast Beastlington
Bragian Order Amarr Empire
237
|
Posted - 2013.01.16 02:49:00 -
[4] - Quote
Problem: Frame-rate. It's way too low for competitive multi-player gaming. Sub 20fps alot of the time.
Fix: Can there be one? The engine is not optimised this far in development. |
Rugman91
Deep Space Republic
143
|
Posted - 2013.01.16 02:53:00 -
[5] - Quote
I cant even begin to understand the decision to make grenades the way they are now. They were working quite well last build. It's like remote explosives all over again |
GoD-NoVa
Imperfects Negative-Feedback
174
|
Posted - 2013.01.16 03:01:00 -
[6] - Quote
Beast Beastlington wrote:Problem: Frame-rate. It's way too low for competitive multi-player gaming. Sub 20fps alot of the time.
Fix: Can there be one? The engine is not optimised this far in development.
i agree sometimes the frame rate gets bad, but if it cant be fixed during this next week or two i believe it should just come after we get the easiest most frustrating bugs out the way first. i dont always get bad frame rate |
GoD-NoVa
Imperfects Negative-Feedback
174
|
Posted - 2013.01.16 03:04:00 -
[7] - Quote
Rugman91 wrote:I cant even begin to understand the decision to make grenades the way they are now. They were working quite well last build. It's like remote explosives all over again
i believe they are trying to make the game more "noob" friendly which is a very very bad move. once you start trying to satisfy to players who cant really get anywhere in a game and only gets on a few hours a week.... we will lose the players who would make an effort to play everyday and invest heavily into the game |
Geth Massredux
ZionTCD Legacy Rising
62
|
Posted - 2013.01.16 03:08:00 -
[8] - Quote
Problem: I say fix the damage when you get stuck on the hill parts as you climb certain areas in the terrain. Why you loose half your shield hp. |
Beast Beastlington
Bragian Order Amarr Empire
237
|
Posted - 2013.01.16 03:09:00 -
[9] - Quote
GoD-NoVa wrote:Beast Beastlington wrote:Problem: Frame-rate. It's way too low for competitive multi-player gaming. Sub 20fps alot of the time.
Fix: Can there be one? The engine is not optimised this far in development. i agree sometimes the frame rate gets bad, but if it cant be fixed during this next week or two i believe it should just come after we get the easiest most frustrating bugs out the way first. i dont always get bad frame rate
You do, you probably just notice it when the things get busy.
This should have been priority number 1 about 4 builds ago. Stable, smooth frame-rate is the cornerstone of a competitive FPS. I the frame-rate is too low, it hurts controller responsiveness (input lag in other words).
We're talking about about first impressions here really. First time player boots up the game, plays Ambush, laughs at how amateurish it is and quickly goes back to one of the countless other shooters out there that feel smoother/better to play.
This is the enormous task that Dust is up against. It is vying for the most precious commodity of all; a persons time. The FPS market is unbelievably competitive at the moment. If your game isn't competing with the big boys, then you are looking at a premature demise.
There's not a hope in hell (unless they are planning to release a new build) that the frame-rate and general polish is getting sorted in two weeks. |
GoD-NoVa
Imperfects Negative-Feedback
174
|
Posted - 2013.01.16 03:11:00 -
[10] - Quote
Geth Massredux wrote:Problem: I say fix the damage when you get stuck on the hill parts as you climb certain areas in the terrain. Why you loose half your shield hp.
i agree as well that really urks my nerves. im trying to run up/down a hill and i get stutter steps and this often makes me take a random fall damage |
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GoD-NoVa
Imperfects Negative-Feedback
174
|
Posted - 2013.01.16 03:14:00 -
[11] - Quote
Beast Beastlington wrote:GoD-NoVa wrote:Beast Beastlington wrote:Problem: Frame-rate. It's way too low for competitive multi-player gaming. Sub 20fps alot of the time.
Fix: Can there be one? The engine is not optimised this far in development. i agree sometimes the frame rate gets bad, but if it cant be fixed during this next week or two i believe it should just come after we get the easiest most frustrating bugs out the way first. i dont always get bad frame rate You do, you probably just notice it when the things get busy. This should have been priority number 1 about 4 builds ago. Stable, smooth frame-rate is the cornerstone of a competitive FPS. I the frame-rate is too low, it hurts controller responsiveness (input lag in other words). We're talking about about first impressions here really. First time player boots up the game, plays Ambush, laughs at how amateurish it is and quickly goes back to one of the countless other shooters out there that feel smoother/better to play. This is the enormous task that Dust is up against. It is vying for the most precious commodity of all; a persons time. The FPS market is unbelievably competitive at the moment. If your game isn't competing with the big boys, then you are looking at a premature demise. There's not a hope in hell (unless they are planning to release a new build) that the frame-rate and general polish is getting sorted in two weeks. great post, this is why i made this thread. we need to let CCP know that these types of issues NEED to fixed before open beta or at least right after it launches. |
Belzeebub Santana
SVER True Blood Unclaimed.
409
|
Posted - 2013.01.16 03:15:00 -
[12] - Quote
I honestly can't see CCP not changing this back (grenades). There has been such a community backlash that they are most def. changing the fuse.
Now with spawns, the idea of being dropped in, a la starhawk, always seemed like a good spawn solution. I totally agree we need more game modes, especially the old rush style map. I think ccp is really underestimating what that map did for the game.
My beef, vehicles, especially the DS are not a tactical option. Give us back a little of what u took from the missile nerf, and make the vehicles a better source of game play. Get bored running from obj. to obj. all the time, would like to fly and do other things but it isn't rewarding at all. |
GoD-NoVa
Imperfects Negative-Feedback
174
|
Posted - 2013.01.16 03:21:00 -
[13] - Quote
Belzeebub Santana wrote:I honestly can't see CCP not changing this back (grenades). There has been such a community backlash that they are most def. changing the fuse.
Now with spawns, the idea of being dropped in, a la starhawk, always seemed like a good spawn solution. I totally agree we need more game modes, especially the old rush style map. I think ccp is really underestimating what that map did for the game.
My beef, vehicles, especially the DS are not a tactical option. Give us back a little of what u took from the missile nerf, and make the vehicles a better source of game play. Get bored running from obj. to obj. all the time, would like to fly and do other things but it isn't rewarding at all.
yup this is why they should return to what I THOUGHT dust was gonna have, huge maps like the first build. this will make the DS more useful |
Beast Beastlington
Bragian Order Amarr Empire
237
|
Posted - 2013.01.16 03:23:00 -
[14] - Quote
GoD-NoVa wrote:Beast Beastlington wrote:GoD-NoVa wrote:Beast Beastlington wrote:Problem: Frame-rate. It's way too low for competitive multi-player gaming. Sub 20fps alot of the time.
Fix: Can there be one? The engine is not optimised this far in development. i agree sometimes the frame rate gets bad, but if it cant be fixed during this next week or two i believe it should just come after we get the easiest most frustrating bugs out the way first. i dont always get bad frame rate You do, you probably just notice it when the things get busy. This should have been priority number 1 about 4 builds ago. Stable, smooth frame-rate is the cornerstone of a competitive FPS. I the frame-rate is too low, it hurts controller responsiveness (input lag in other words). We're talking about about first impressions here really. First time player boots up the game, plays Ambush, laughs at how amateurish it is and quickly goes back to one of the countless other shooters out there that feel smoother/better to play. This is the enormous task that Dust is up against. It is vying for the most precious commodity of all; a persons time. The FPS market is unbelievably competitive at the moment. If your game isn't competing with the big boys, then you are looking at a premature demise. There's not a hope in hell (unless they are planning to release a new build) that the frame-rate and general polish is getting sorted in two weeks. great post, this is why i made this thread. we need to let CCP know that these types of issues NEED to fixed before open beta or at least right after it launches.
I wouldn't get my hopes up. Like I said, it just doesn't seem to be progressing at all and the lack of developer feedback is draining. Build after build arrives and the fundamentals still feel as amateurish as the last. More stats are implemented, more tweaking options, more bollocks in other words. More noise that the average player doesn't give a **** about. Less time spent making the core gameplay something special.
You know what? It annoys the living **** out of me because if this was in the hands of a more capable developer we'd have the best of both worlds. We'd have game-play and technical mastery to die for, amazing sound design, gun-play to match the very best to go hand in hand with probably the most interesting idea that has ever been tried with an FPS.
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Ghural
The Southern Legion
63
|
Posted - 2013.01.16 03:27:00 -
[15] - Quote
I also miss the first map. |
Alldin Kan
Imperfects Negative-Feedback
169
|
Posted - 2013.01.16 03:35:00 -
[16] - Quote
Problem: Current handheld weapon flattening discourages the player to use certain advanced or prototype weapons. He/she will most likely use the weapon if there's still some space left in the dropsuit.
Fix:
-Low Damage hits: Difference in damage between weapons needs to be at a minimal of 7.5%. -High Damage hits: Difference in damage between weapons needs to be at a minimal of 10%. |
Icy Tiger
Universal Allies Inc.
1026
|
Posted - 2013.01.16 03:38:00 -
[17] - Quote
Beast Beastlington wrote:GoD-NoVa wrote:Beast Beastlington wrote:GoD-NoVa wrote:Beast Beastlington wrote:Problem: Frame-rate. It's way too low for competitive multi-player gaming. Sub 20fps alot of the time.
Fix: Can there be one? The engine is not optimised this far in development. i agree sometimes the frame rate gets bad, but if it cant be fixed during this next week or two i believe it should just come after we get the easiest most frustrating bugs out the way first. i dont always get bad frame rate You do, you probably just notice it when the things get busy. This should have been priority number 1 about 4 builds ago. Stable, smooth frame-rate is the cornerstone of a competitive FPS. I the frame-rate is too low, it hurts controller responsiveness (input lag in other words). We're talking about about first impressions here really. First time player boots up the game, plays Ambush, laughs at how amateurish it is and quickly goes back to one of the countless other shooters out there that feel smoother/better to play. This is the enormous task that Dust is up against. It is vying for the most precious commodity of all; a persons time. The FPS market is unbelievably competitive at the moment. If your game isn't competing with the big boys, then you are looking at a premature demise. There's not a hope in hell (unless they are planning to release a new build) that the frame-rate and general polish is getting sorted in two weeks. great post, this is why i made this thread. we need to let CCP know that these types of issues NEED to fixed before open beta or at least right after it launches. I wouldn't get my hopes up. Like I said, it just doesn't seem to be progressing at all and the lack of developer feedback is draining. Build after build arrives and the fundamentals still feel as amateurish as the last. More stats are implemented, more tweaking options, more bollocks in other words. More noise that the average player doesn't give a **** about. Less time spent making the core gameplay something special. You know what? It annoys the living **** out of me because if this was in the hands of a more capable developer we'd have the best of both worlds. We'd have game-play and technical mastery to die for, amazing sound design, gun-play to match the very best to go hand in hand with probably the most interesting idea that has ever been tried with an FPS.
If there was another developer we wouldn't be seeing this, at least give them credit for that. |
Dr Debo Galaxy
GunFall Mobilization Covert Intervention
189
|
Posted - 2013.01.16 03:43:00 -
[18] - Quote
Isn't there a whole bug glitch section on the forums? |
Iron Wolf Saber
BetaMax.
2866
|
Posted - 2013.01.16 04:01:00 -
[19] - Quote
Beast Beastlington wrote:Problem: Frame-rate. It's way too low for competitive multi-player gaming. Sub 20fps alot of the time.
Fix: Can there be one? The engine is not optimised this far in development.
Competitive =/= Sports game
And yes engine is still not optimized, they only do it when its necessary, as additional tinkering with the code consistently undoes previous work. |
Berserker007
Imperfects Negative-Feedback
206
|
Posted - 2013.01.16 04:20:00 -
[20] - Quote
1). Hip-fire to ads: At least on the AR (idk if is affected on other guns), but when you go from hipfire to ADS, the entire gun shakes (like u are shooting someone while an friendly OP is hitting you ... this isn't recoil)
2). SP SYSTEM : enough said. Way it is, will most likely turn off a majority of players
3). Undo the damage flattening : enough said
4). Head glitching
Then all stuff G-Nova said |
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xxwhitedevilxx M
Maphia Clan Corporation CRONOS.
229
|
Posted - 2013.01.16 04:27:00 -
[21] - Quote
Berserker007 wrote:1). 3). Undo the damage flattening : enough said
uhm should this help newbies to keep playing dust? don't think so... as somebody before me said, first impression is really important and a new guy that gets slaughtered isn't a good one. Still I think this open beta is going to fail. It's not a matter of grenades or damage flattening, it's just because it's so rough that more than a ready-to-be-open beta seems like a pre alfa. An example? Snipers owns just because maps are rough with just some rocks here and there and no "vegetation" or similar things. Tanks owns and get owned for the same reason. And i mentioned just one of the millions of bugs and problems this beta has. And it's a pity because I really enjoy this game's concept and really appreciate ccp's hard work |
Ner'Zul Nexhawk
Talos Incorporated
153
|
Posted - 2013.01.16 04:39:00 -
[22] - Quote
GoD-NoVa wrote: Problem: Spawns are horrible in Ambush. They are very much Call of Duty style. What do i mean by this? Basically there is a random spawn system in COD which is very bad for competitive play. Once many people make the jump to DUST 514 they will be very disappointed with spawning into 2-3 different enemies. That really makes these players mad.
Fix: Somehow we need to make a return to the style of map first shown in the first DUST build. With the task of escorting the MCC past objective A&B and into the enemy base. We NEED more of those types of maps. The feeling of actually having to push forward and push the enemy back till we reach their main base was awesome. That map eliminated random spawns so it was very rare to have someone spawn right behind or in front of you. It felt like tug-of-war instead of the "run around with our head cut off" direction the current maps have. We need more direction in these maps.
Fixed this for you. In Skirmish, the spawn system remained the same, just like in the old maps. I believe they will be making a return, by the way. I can't even think CCP would drop such an amazing idea of the old-style rush maps, they were just incredible.
Anyway, in Skirmish the only time you can spawn right before three enemies is when they're insidiously camping a CRU and not hacking it. But I guess it's the team's fault for not figuring this out and eliminating the campers.
On Ambush's note: Once I joined an Ambush game (don't remember the map), and there were two MCCs hanging in the middle of the air above the battlefield, providing a stable spawn point for each team. Of course, enemies can always hold the ground underneath it, and you will be still jumping into the red crowd and dying.
Potential solution: have MCCs circle around the map. That way, if a player is unhappy with his current location, he can wait for the MCC to carry him into a better suited place to drop. Or, IMHO, an even better way would be to set up all the CRUs and the supply depots just like in Skirmish, only without the objectives. Because the way I see it right now, a team might acquire a big advantage if one player places an uplink at an important and safe location. |
Berserker007
Imperfects Negative-Feedback
206
|
Posted - 2013.01.16 04:40:00 -
[23] - Quote
xxwhitedevilxx M wrote:Berserker007 wrote:1). 3). Undo the damage flattening : enough said
uhm should this help newbies to keep playing dust? don't think so... as somebody before me said, first impression is really important and a new guy that gets slaughtered isn't a good one. Still I think this open beta is going to fail. It's not a matter of grenades or damage flattening, it's just because it's so rough that more than a ready-to-be-open beta seems like a pre alfa. An example? Snipers owns just because maps are rough with just some rocks here and there and no "vegetation" or similar things. Tanks owns and get owned for the same reason. And i mentioned just one of the millions of bugs and problems this beta has. And it's a pity because I really enjoy this game's concept and really appreciate ccp's hard work
ok; well, considering new players too will upgrade gear; they will also notice the lack of difference b/t weapons damage. Once the massive income notice this, they will put the game down & find something that shows the advantage of progress, which as is, weapons do not. Next time you have a thought; just let it go, we will be better off |
Vrain Matari
ZionTCD Legacy Rising
404
|
Posted - 2013.01.16 04:59:00 -
[24] - Quote
Come open beta, it's all about the new player experience, and the public assessment of DUST's core mechanics - the whole industry knows this is an ambitious project and will cut CCP some slack for a thin feature set at open beta. Hell, just getting a handle on the game will take peeps a couple of weeks.
What CCP won't be forgiven for is poor core mechanics or things that make for an unpleasant player experience.
In order of priority(agonized a fair bit over the relative urgency of points one and two):
1) Controls. DUST doesn't feel right, when making fine adjustments to aim the reticle feels sticky and initial motion is abrupt, sensitivity adjustments don't give us the control over the right stick sensitivity at the center position that we need. Aiming should be fluid, precise and predictable, and a physically pleasurable experience, not a fight with awkward controls. Industry reviews won't be gentle with CCP on this issue.
2) The skillpoint mechanic. Don't make DUST feel like a grindy second job CCP, it's very unpleasant. And imagine how it will be for the noobs who will be getting their asses handed to them and their noses rubbed in it every match. Enough to make a player quit and go play something a bit more fun and a bit less masochistic. Implement Rasatsu's algorithm and everybody will find the grind a lot more pleasant and reasonable.
3) Put team comms on by default. I know it opens us up to mouth-breathers and such, but you've provided a lovely mute feature so no worries there. What's important is that you get the new peeps involved socially asap, you don't want to do anything that isolates peeps from the community. More peeps in comms means the game feels more populated and dynamic, and gets DUST a better review from the industry press.
4) Nade timer. Personal tastes aside, the 2 second timer encourages nadespam, and gives the game a mickey-mouse arcadey feel. Battles of skill and tactical maneuvering get cut short before reaching their poetic and just conclusion, players hide behind cover with hives and just lob nades endlessly, etc. It doesn't play well and doesn't look good. Another second to second and a half on the timer would fix this.
5) The hacking/swarm locking/forge charging reset bug. It is nothing other than flawed game mechanics. It's disheartening, frustrating, infuriating. And it makes DUST look like amateurish code. And it definitely detracts from the player experience.
I'd say that if CCP could address these points before we go open, then the new players and the press would be free to assess DUST on the basis of its potential, not its temporary but highly annoying faults. Untroubled by fundamental flaws and needlessly poor gameplay, they would see very quickly what most of us know: New Eden rocks. Bigtime. |
GoD-NoVa
Imperfects Negative-Feedback
174
|
Posted - 2013.01.16 05:02:00 -
[25] - Quote
xxwhitedevilxx M wrote:Berserker007 wrote:1). 3). Undo the damage flattening : enough said
uhm should this help newbies to keep playing dust? don't think so... as somebody before me said, first impression is really important and a new guy that gets slaughtered isn't a good one. Still I think this open beta is going to fail. It's not a matter of grenades or damage flattening, it's just because it's so rough that more than a ready-to-be-open beta seems like a pre alfa. An example? Snipers owns just because maps are rough with just some rocks here and there and no "vegetation" or similar things. Tanks owns and get owned for the same reason. And i mentioned just one of the millions of bugs and problems this beta has. And it's a pity because I really enjoy this game's concept and really appreciate ccp's hard work
we don't need to bring in "newbies" thats the problem CCP has now. i think they are trying to dumb the game down for the lesser talented players. many new players that will come into open beta will be decent players and smart enough to know what works and what doesnt. these are the players that will keep dust runing. when they come, they will have the same problems we all have now and will likely just say f*** this and go back to want ever they were doing |
GoD-NoVa
Imperfects Negative-Feedback
174
|
Posted - 2013.01.16 05:04:00 -
[26] - Quote
by the way, returning the weapons damage is a good idea, since the sp cap is the way it is im pretty sure its gonna be awhile before someone fits a decent proto fit. by then, many people would have caught on to the trend |
xxwhitedevilxx M
Maphia Clan Corporation CRONOS.
229
|
Posted - 2013.01.16 05:06:00 -
[27] - Quote
Berserker007 wrote:xxwhitedevilxx M wrote:Berserker007 wrote:1). 3). Undo the damage flattening : enough said
uhm should this help newbies to keep playing dust? don't think so... as somebody before me said, first impression is really important and a new guy that gets slaughtered isn't a good one. Still I think this open beta is going to fail. It's not a matter of grenades or damage flattening, it's just because it's so rough that more than a ready-to-be-open beta seems like a pre alfa. An example? Snipers owns just because maps are rough with just some rocks here and there and no "vegetation" or similar things. Tanks owns and get owned for the same reason. And i mentioned just one of the millions of bugs and problems this beta has. And it's a pity because I really enjoy this game's concept and really appreciate ccp's hard work ok; well, considering new players too will upgrade gear; they will also notice the lack of difference b/t weapons damage. Once the massive income notice this, they will put the game down & find something that shows the advantage of progress, which as is, weapons do not.
Ok so I'll explain better, maybe it's just me my english might not be that good especially at 6 AM. What I meant is that people don't like to get owned, especially FPS players, because they/we think/s that everything's literarily in our hands (sometimes our connections but that's another topic). If a new guy shoot you in the back, and you beta tester shoot him back with your brand new Duvolle AR fitted with 2 damage mod, who will win? With the damage flattening it's still unfair, but reasonable let's say 70% for you and 30% for him. Without it it's a 99.9% for you at least. The newb get owned. Try again to kill someone else. get owned. the newb leave the game.
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GoD-NoVa
Imperfects Negative-Feedback
174
|
Posted - 2013.01.16 05:12:00 -
[28] - Quote
xxwhitedevilxx M wrote:Berserker007 wrote:xxwhitedevilxx M wrote:Berserker007 wrote:1). 3). Undo the damage flattening : enough said
uhm should this help newbies to keep playing dust? don't think so... as somebody before me said, first impression is really important and a new guy that gets slaughtered isn't a good one. Still I think this open beta is going to fail. It's not a matter of grenades or damage flattening, it's just because it's so rough that more than a ready-to-be-open beta seems like a pre alfa. An example? Snipers owns just because maps are rough with just some rocks here and there and no "vegetation" or similar things. Tanks owns and get owned for the same reason. And i mentioned just one of the millions of bugs and problems this beta has. And it's a pity because I really enjoy this game's concept and really appreciate ccp's hard work ok; well, considering new players too will upgrade gear; they will also notice the lack of difference b/t weapons damage. Once the massive income notice this, they will put the game down & find something that shows the advantage of progress, which as is, weapons do not. Ok so I'll explain better, maybe it's just me my english might not be that good especially at 6 AM. What I meant is that people don't like to get owned, especially FPS players, because they/we think/s that everything's literarily in our hands (sometimes our connections but that's another topic). If a new guy shoot you in the back, and you beta tester shoot him back with your brand new Duvolle AR fitted with 2 damage mod, who will win? With the damage flattening it's still unfair, but reasonable let's say 70% for you and 30% for him. Without it it's a 99.9% for you at least. The newb get owned. Try again to kill someone else. get owned. the newb leave the game.
if anything getting killed by that weapon would only make the noob what to work toward getting that weapon. listen while i spit this lol how many times have you been i a match and seen most of your team go 4-10, 1-9, 0-15? even with weapon flattening noobs will always be noobs. CCP needs to stop trying to close the gap....NOOBS WILL BE NOOBS. once the better/more smarter players make the transfer and find out that the higher weapons are no different than the lesser one, they will be up set as well. it defeats the purpose of skilling into better weapons. |
xxwhitedevilxx M
Maphia Clan Corporation CRONOS.
229
|
Posted - 2013.01.16 05:13:00 -
[29] - Quote
GoD-NoVa wrote:xxwhitedevilxx M wrote:Berserker007 wrote:1). 3). Undo the damage flattening : enough said
uhm should this help newbies to keep playing dust? don't think so... as somebody before me said, first impression is really important and a new guy that gets slaughtered isn't a good one. Still I think this open beta is going to fail. It's not a matter of grenades or damage flattening, it's just because it's so rough that more than a ready-to-be-open beta seems like a pre alfa. An example? Snipers owns just because maps are rough with just some rocks here and there and no "vegetation" or similar things. Tanks owns and get owned for the same reason. And i mentioned just one of the millions of bugs and problems this beta has. And it's a pity because I really enjoy this game's concept and really appreciate ccp's hard work we don't need to bring in "newbies" thats the problem CCP has now. Yeah but that was the topic. And by the way, if you don't have other players to fight, who would you fight?
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GoD-NoVa
Imperfects Negative-Feedback
174
|
Posted - 2013.01.16 05:18:00 -
[30] - Quote
xxwhitedevilxx M wrote:GoD-NoVa wrote:xxwhitedevilxx M wrote:Berserker007 wrote:1). 3). Undo the damage flattening : enough said
uhm should this help newbies to keep playing dust? don't think so... as somebody before me said, first impression is really important and a new guy that gets slaughtered isn't a good one. Still I think this open beta is going to fail. It's not a matter of grenades or damage flattening, it's just because it's so rough that more than a ready-to-be-open beta seems like a pre alfa. An example? Snipers owns just because maps are rough with just some rocks here and there and no "vegetation" or similar things. Tanks owns and get owned for the same reason. And i mentioned just one of the millions of bugs and problems this beta has. And it's a pity because I really enjoy this game's concept and really appreciate ccp's hard work we don't need to bring in "newbies" thats the problem CCP has now. Yeah but that was the topic. And by the way, if you don't have other players to fight, who would you fight?
if a game doesnt cater to noobs usually they are fun and many hardcore players will flock to that type of environment. i rather play a decent hardcore player base than a team full of brain dead monkeys |
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xxwhitedevilxx M
Maphia Clan Corporation CRONOS.
229
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Posted - 2013.01.16 05:21:00 -
[31] - Quote
GoD-NoVa wrote:xxwhitedevilxx M wrote:Berserker007 wrote:xxwhitedevilxx M wrote:Berserker007 wrote:1). 3). Undo the damage flattening : enough said
uhm should this help newbies to keep playing dust? don't think so... as somebody before me said, first impression is really important and a new guy that gets slaughtered isn't a good one. Still I think this open beta is going to fail. It's not a matter of grenades or damage flattening, it's just because it's so rough that more than a ready-to-be-open beta seems like a pre alfa. An example? Snipers owns just because maps are rough with just some rocks here and there and no "vegetation" or similar things. Tanks owns and get owned for the same reason. And i mentioned just one of the millions of bugs and problems this beta has. And it's a pity because I really enjoy this game's concept and really appreciate ccp's hard work ok; well, considering new players too will upgrade gear; they will also notice the lack of difference b/t weapons damage. Once the massive income notice this, they will put the game down & find something that shows the advantage of progress, which as is, weapons do not. Ok so I'll explain better, maybe it's just me my english might not be that good especially at 6 AM. What I meant is that people don't like to get owned, especially FPS players, because they/we think/s that everything's literarily in our hands (sometimes our connections but that's another topic). If a new guy shoot you in the back, and you beta tester shoot him back with your brand new Duvolle AR fitted with 2 damage mod, who will win? With the damage flattening it's still unfair, but reasonable let's say 70% for you and 30% for him. Without it it's a 99.9% for you at least. The newb get owned. Try again to kill someone else. get owned. the newb leave the game. if anything getting killed by that weapon would only make the noob what to work toward getting that weapon. listen while i spit this lol how many times have you been i a match and seen most of your team go 4-10, 1-9, 0-15? even with weapon flattening noobs will always be noobs. CCP needs to stop trying to close the gap....NOOBS WILL BE NOOBS. I disagree people head for better stuff even if it is "flattened" but at least give noobs the capacity to kill someone 1 vs 1 if he suck and just wear a protosuit. we'll continue this discussion tomorrow shall we? it's 6:22 AM here... :/ |
GoD-NoVa
Imperfects Negative-Feedback
174
|
Posted - 2013.01.16 05:33:00 -
[32] - Quote
xxwhitedevilxx M wrote:GoD-NoVa wrote:xxwhitedevilxx M wrote:Berserker007 wrote:uhm should this help newbies to keep playing dust? don't think so... as somebody before me said, first impression is really important and a new guy that gets slaughtered isn't a good one. Still I think this open beta is going to fail. It's not a matter of grenades or damage flattening, it's just because it's so rough that more than a ready-to-be-open beta seems like a pre alfa. An example? Snipers owns just because maps are rough with just some rocks here and there and no "vegetation" or similar things. Tanks owns and get owned for the same reason. And i mentioned just one of the millions of bugs and problems this beta has. And it's a pity because I really enjoy this game's concept and really appreciate ccp's hard work ok; well, considering new players too will upgrade gear; they will also notice the lack of difference b/t weapons damage. Once the massive income notice this, they will put the game down & find something that shows the advantage of progress, which as is, weapons do not. Ok so I'll explain better, maybe it's just me my english might not be that good especially at 6 AM. What I meant is that people don't like to get owned, especially FPS players, because they/we think/s that everything's literarily in our hands (sometimes our connections but that's another topic). If a new guy shoot you in the back, and you beta tester shoot him back with your brand new Duvolle AR fitted with 2 damage mod, who will win? With the damage flattening it's still unfair, but reasonable let's say 70% for you and 30% for him. Without it it's a 99.9% for you at least. The newb get owned. Try again to kill someone else. get owned. the newb leave the game. if anything getting killed by that weapon would only make the noob what to work toward getting that weapon. listen while i spit this lol how many times have you been i a match and seen most of your team go 4-10, 1-9, 0-15? even with weapon flattening noobs will always be noobs. CCP needs to stop trying to close the gap....NOOBS WILL BE NOOBS. I disagree people head for better stuff even if it is "flattened" but at least give noobs the capacity to kill someone 1 vs 1 if he suck and just wear a protosuit. [/quote]
see this cant happen IMO when they start giving the noobs kills because they cant get their own...thats when a game starts to die. look at the history of COD with each game comes more and more killstreaks. now a guy can get 2 kills take a flag and have a helicopter able to automatically kill 15+ enemies without the help of the user. same with the recoil they added to dust, it just doesnt feel right. im ok with the recoil until it builds to the point that it becomes nearly impossible to hit a target. they shouldnt have taken it that far. why did they add recoil? because lesser players had trouble killing more skilled. why they nerf damage? why did they nerf strafe speed? why did they take off the AR sight? why did they shorten nade timer? why do they still have fused grenades in the game? all of these things were put in place so that the lesser skilled players will have an easier time going 4-6 instead of them going 1-17 |
GoD-NoVa
Imperfects Negative-Feedback
174
|
Posted - 2013.01.16 05:34:00 -
[33] - Quote
i will be here....i'd rather get our ideas across to CCP rather than troll since it seems they dont want to tell us anything |
Mr Zitro
Imperfects Negative-Feedback
417
|
Posted - 2013.01.16 06:07:00 -
[34] - Quote
problem: they favor shields over armor by miles give some cons to shields or give mor pros to armor
problem: they favor explosives AV they have 30% effeciency against armor which on an av grenade that does 1750 = 2,187 per av nade -.- swarms if all 4 militia hit do 1500 per volley which is fine for swarms but av nades? they should do equal damage to shield and armor like the forge gun but nope they do 69% against shields
problem: they limit of gametypes the only reason i TDM is cause its quicker and the blues dont weigh you down as much as skirmish. new gametypes like CTF, headquarters, search and destroy, rush etc. |
Sleepy Zan
Internal Error. Negative-Feedback
2046
|
Posted - 2013.01.16 06:23:00 -
[35] - Quote
Mr Zitro wrote:problem: they favor shields over armor by miles give some cons to shields or give mor pros to armor Armor plates (as far as infantry goes) need to be buffed and have an increase to the amount of hp they add, currently its not worth relying on since once the hp falls it takes a long time to recover without a logi.
Mr Zitro wrote:problem: they favor explosives AV they have 30% effeciency against armor which on an av grenade that does 1750 = 2,187 per av nade -.- swarms if all 4 militia hit do 1500 per volley which is fine for swarms but av nades? they should do equal damage to shield and armor like the forge gun but nope they do 69% against shields AV nades shouldn't do as much damage vs vehicles as they do. They should be primarly to deal with light and medium class vehicles. You can fit them on any suit and they shouldn't fill the role of actual AV weapons that force you to fill a dedicated AV role.
Mr Zitro wrote:problem: they limit of gametypes the only reason i TDM is cause its quicker and the blues dont weigh you down as much as skirmish. new gametypes like CTF, headquarters, search and destroy, rush etc. more gametypes would be good |
lowratehitman
Subdreddit Test Alliance Please Ignore
282
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Posted - 2013.01.16 06:33:00 -
[36] - Quote
I believe the spawn system in ambush really needs to be fixed, seems if there is a tank on the field, i get spawned directly in front of it everytime,but it is what it is..... |
2-Ton Twenty-One
Imperfects Negative-Feedback
232
|
Posted - 2013.01.16 06:54:00 -
[37] - Quote
Mr Zitro wrote:problem: they favor shields over armor by miles give some cons to shields or give mor pros to armor
problem: they favor explosives AV they have 30% effeciency against armor which on an av grenade that does 1750 = 2,187 per av nade -.- swarms if all 4 militia hit do 1500 per volley which is fine for swarms but av nades? they should do equal damage to shield and armor like the forge gun but nope they do 69% against shields
problem: they limit of gametypes the only reason i TDM is cause its quicker and the blues dont weigh you down as much as skirmish. new gametypes like CTF, headquarters, search and destroy, rush etc.
+1 |
DUST Fiend
Immobile Infantry
1899
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Posted - 2013.01.16 07:03:00 -
[38] - Quote
I agree completely, and we also need that damn map system they've been touting but haven't shown us anything of. We need more maps, because that's basically the entire reason I even became interested in DUST in the first place >_< |
Telcontar Dunedain
Imperfects Negative-Feedback
328
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Posted - 2013.01.16 07:15:00 -
[39] - Quote
The maps, particularly ambush, are far too small.
I'm really unclear what they expected to achieve but they are not fun at this size and this open.
Also the rocket pad? Why remove the 2nd ladder up to that balcony? It's total trash. |
Ghural
The Southern Legion
63
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Posted - 2013.01.16 10:33:00 -
[40] - Quote
The whole "first team to spawn tanks wins" problem in Ambush mode. Newbies don't have the ability to counter tanks effectively. So either redesign maps so Mercs can get away (or underground), or restrict tank spawning on small maps. |
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crazy space 2100046106
ZionTCD Legacy Rising
879
|
Posted - 2013.01.16 11:27:00 -
[41] - Quote
YES YES YES YES YES
The double MCC thing is an ok game type but meh, it should not be the core of eve. Taking over a district is boring and dumb.
Make something like the 1st build, but better. Design it better.
the MOBILE command center is mobile for a reason. Because it is used to bring the froces to battle. You don't need an MCC to defend. Defending players should have a ground base called a command center.
So it's the MCC vs. the CC
MCC vs. MCC matches can still happen when two attacking sides both attack the same district.
The current game mode is a step down from something that takes advantage of the large map sizes. And the moving redzone allowed for large maps to host 16v16 matches. You could have multiple redzones. And maybe bring your MCC through 4 of the 5 redzones before losing your MCC doesn't actully count as a loss. Maybe it shouldn't be as clear cut. Hitting through the 1st half of the map should still weaken the district to future attacks for instance. Promote dust as an isk sink in eve online. Allow for eve players to pump in isk to repair buildings. Tie these buildings into Planetary interaction. So we have a reason to fight over them. And so eve players have a reason to hold them.
A communications map for instance. Building one on a district, or a NPC placed one like in FW, holding it should give your system more information when you scan or something. Power relays should be needed for power. Attacking these districts In dust could power down others in the planetary network. These fights over power relays could be the MCC vs. MC battles.
While fights over major sites like the orbital cannon in the last build would have large impact. So they would single MCC vs. defenders. It should be like the original map but better balanced. You don't need a mobile base when your at home base. |
crazy space 2100046106
ZionTCD Legacy Rising
879
|
Posted - 2013.01.16 11:29:00 -
[42] - Quote
xprotoman23 wrote:grenades don't need a dedicated button. They should have to be swapped to like any other piece of equipment, and thrown using R1. Ok, you have to wake up. Grenades were already ok in beta before, your solution is obviously not the correct one. What kind of fps would make you switch to grenades to throw them, dear god. I don't even, these forums... |
Rasatsu
Much Crying Old Experts
437
|
Posted - 2013.01.16 12:36:00 -
[43] - Quote
crazy space 2100046106 wrote:xprotoman23 wrote:grenades don't need a dedicated button. They should have to be swapped to like any other piece of equipment, and thrown using R1. Ok, you have to wake up. Grenades were already ok in beta before, your solution is obviously not the correct one. What kind of fps would make you switch to grenades to throw them, dear god. I don't even, these forums... Thing is he wants to run at militia guys with his high-end gear and gun them down without having to worry about dying. |
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