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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
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Posted - 2013.02.12 19:20:00 -
[31] - Quote
KAGEHOSHI Horned Wolf wrote:[Animations]
>> Vehicle entering, seat switching, and exiting animations: Not only would be more immersive, but would make use of vehicles more balanced since those in vehicles won't be able to instantly switch seats to dodge shots.
Added this to post 13 |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
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Posted - 2013.02.16 06:23:00 -
[32] - Quote
Any more thoughts on this? |
aden slayer
ZionTCD Legacy Rising
407
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Posted - 2013.02.16 09:26:00 -
[33] - Quote
+1 But features like this will take time. |
Dusters Blog
Bragian Order Amarr Empire
116
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Posted - 2013.02.16 10:35:00 -
[34] - Quote
very good thread. not a big fan of sliding but the vaulting and 'see ur feet' aspects should be in. movement needs work and should be much more fluid. we should never have to press a button to interact with a ladder, for instance. the classes should still be separated, however. lets see scouts climb and vault faster than everyone else. the heavy should still be a lumbering beast.
as should prone, it has a number of tactical applications. slow the animation down so that it takes a long time to lie down prone & get up and you render dolphin diving useless but still allow players to shrink their profiles and hide.
MAGs headshot was the best i have ever heard. weapon effects would push this game hard. the forge looks intimidating. the nova knives do not. the sound of the shotgun is distinctive but not intimidating at all. it reminds me of a bionic kangaroo jumping.
sky spawns are also the perfect answer to spawn camping. we call them dropsuits after all. allowing people to drop in [like in the beta trailer] from cloaked ships in a 40m radius of the CRU renders spawn camping a dangerous practice. the message from employer is a great polishing aspect and the bio is a feature we hope returns. |
RINON114
B.S.A.A.
14
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Posted - 2013.02.17 06:25:00 -
[35] - Quote
Dusters Blog wrote:very good thread. not a big fan of sliding but the vaulting and 'see ur feet' aspects should be in. movement needs work and should be much more fluid. we should never have to press a button to interact with a ladder, for instance. the classes should still be separated, however. lets see scouts climb and vault faster than everyone else. the heavy should still be a lumbering beast.
as should prone, it has a number of tactical applications. slow the animation down so that it takes a long time to lie down prone & get up and you render dolphin diving useless but still allow players to shrink their profiles and hide.
MAGs headshot was the best i have ever heard. weapon effects would push this game hard. the forge looks intimidating. the nova knives do not. the sound of the shotgun is distinctive but not intimidating at all. it reminds me of a bionic kangaroo jumping.
sky spawns are also the perfect answer to spawn camping. we call them dropsuits after all. allowing people to drop in [like in the beta trailer] from cloaked ships in a 40m radius of the CRU renders spawn camping a dangerous practice. the message from employer is a great polishing aspect and the bio is a feature we hope returns.
You stole all the words from inside of my skull.
Personally I think that sliding, whilst being cool and fun, is kind of impossible unless our suits are more like the ARS from Vanquish. Even in games like Crysis and Resident Evil 6 I can't help but think of the uncomfortable friction burns that would result from sliding on your butt. As well as catchong on rocks too!
Vaulting is always good though. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.02.18 09:02:00 -
[36] - Quote
Any more thoughts? |
Hunter Junko
WARRIORS 1NC
45
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Posted - 2013.02.19 04:30:00 -
[37] - Quote
Reloading animation.
nothing bad about it, but would be nice to have a different reloading mechanic other than drawing a clip from the same magical left side of our Dropsuits. would be awesome to have a few reloading animations where you pull out a clip from a different section of your dropsuit. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.02.19 04:33:00 -
[38] - Quote
Hunter Junko wrote:Reloading animation.
nothing bad about it, but would be nice to have a different reloading mechanic other than drawing a clip from the same magical left side of our Dropsuits. would be awesome to have a few reloading animations where your pull out a clip from a different section of your dropsuit. Grab a new character, reload the AR. start running as soon as you finish tapping the magazine in. It will be cancelled. |
RINON114
B.S.A.A.
14
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Posted - 2013.02.19 12:13:00 -
[39] - Quote
This might be a little basic but how about first person view in our merc quarters? Coupled with some of the other immersion ideas described here like being able to see legs etc I think this could be nice to see as another option.
How about battle damage? If we become damaged in a fight down to armour maybe we could see this physically represented on our mercs (primarily on others obviously as we can't see ourselves). This could help with designating targets for repairs too.
The previous idea lends itself to another one, being that we could see the nanobots or paste or whatever it is actually structurally repairing the suit. I don't know how cool this would be in fast paced pvp but in pve it could certainly look amazing. |
Vyzion Eyri
The Southern Legion
155
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Posted - 2013.02.19 12:33:00 -
[40] - Quote
Perhaps the dispersion of force from inertia dampeners could be channeled outwards to cause a small shock wave that actually caused damage? Would hinder spawn campers even more and if we had even greater control over our freefall, we could guide ourselves over an enemy and use our dampeners to disorientate them whilst we're picking ourselves up. |
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RINON114
B.S.A.A.
14
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Posted - 2013.02.22 06:37:00 -
[41] - Quote
Vyzion Eyri wrote:Perhaps the dispersion of force from inertia dampeners could be channeled outwards to cause a small shock wave that actually caused damage? Would hinder spawn campers even more and if we had even greater control over our freefall, we could guide ourselves over an enemy and use our dampeners to disorientate them whilst we're picking ourselves up.
I can see that getting frustrating very quickly. If the guided freefall was veeerrry limited however then the player who was spawn camping deserved it really for being so close. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3068
|
Posted - 2013.02.27 07:36:00 -
[42] - Quote
More immersion would still be great, especially the gunshot lighting. |
RINON114
B.S.A.A.
14
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Posted - 2013.02.27 12:43:00 -
[43] - Quote
KAGEHOSHI Horned Wolf wrote:More immersion would still be great, especially the gunshot lighting.
PS4 feature maybe? |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3073
|
Posted - 2013.02.28 04:04:00 -
[44] - Quote
RINON114 wrote:KAGEHOSHI Horned Wolf wrote:More immersion would still be great, especially the gunshot lighting. PS4 feature maybe? Most of what I suggest is totally doable on PS3. I'm not asking for destructible environments and next gen graphics. |
Thrillhouse Van Houten
Expert Intervention Caldari State
6
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Posted - 2013.02.28 05:08:00 -
[45] - Quote
Awesome ideas. Basically no qualms with any of it.
I agree that prone should be a SLOW movement thing. To prevent it from being obsoleted or unused because it is slow thing, it should not only reduce ones physical profile, but their scan profile as well.
Another thread mentioned that MCCs were constantly in motion during an earlier phase of beta. If that was true, bring that back and that would help solve some of the spawn camping, poor spawning mechanics.
I really liked the NULL cannon drop uplink sprouting idea. It might seem hokey at first, but think about it more and you'll see why it could work. Personally, I think it lacks immersion to be able to spawn at NULL cannons with no explanation how and, like the OP suggested, you are spawned at several static spawn locations within 50m of the cannon randomly. Currently, starting a hack on a NULL makes it non-viable as a spawn choice. Rather than that automatically happening, needing to destroy the DUs around it (or completing the hack; therefore, destroying the old DUs) would add flavor and variety to hacking a NULL and make spawns make more sense. So long as the cannon spawned 4 or 5 DUs, camping would be pretty tough but destroying them pretty easy. Good balance.
Some of the ideas here are, maybe, over the top but for the most part there isn't a dull or even ridiculously difficult idea to implement. The graphical stuff might be tougher or laborious. I mean, notifications from the employer is basically just a mass email to all combatants. Merc Bio I had assumed would be in just like Eve character bios at some point. Hearing that they were already in makes it all but certain. Just like that mobile Mobile Command Center...lol..
Great ideas.
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RINON114
B.S.A.A.
15
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Posted - 2013.03.01 05:40:00 -
[46] - Quote
KAGEHOSHI Horned Wolf wrote:RINON114 wrote:KAGEHOSHI Horned Wolf wrote:More immersion would still be great, especially the gunshot lighting. PS4 feature maybe? Most of what I suggest is totally doable on PS3. I'm not asking for destructible environments and next gen graphics.
Joking of course :) I know the PS3 is perfectly capable but I do feel that most features will be held onto until the PS4 release. |
The-Last-Ninja
FIND CARL CORP
34
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Posted - 2013.03.03 01:41:00 -
[47] - Quote
+1
Wobbling HUD should be optional and the amount of wobble should be adjustable.
I don't think I'd want vault/slide/etc. because most implementations have a weird laggy animation. The only game I've played with proper implementation of these animations was Metal Gear Online.
I strongly agree with the lighting effects from weapons. Maybe throw in some colored tracers based on the weapon? I feel the game needs more color.
Explosives causing screen shake would be good.
Death by headshot should show up in the killfeed. I agree with the suggestion for a special sound when landing headshots.
I strongly agree with the PoV traveling with the corpse. That was something I really liked about Resistance: FoM.
I also strongly agree with sky spawns.
I don't find being unable to see your legs as a big problem, but I guess it can't hurt. The arm computer having a static image felt kinda funny to me.
I strongly agree with the game not ending when the MCC is destroyed. It was an amazing sight to see the buildings in the oil refineries blow up and the pipelines burst into flames as the damage bar filled up.
I too feel like the melee animation is a bit off. I found R:FoM had good melee animations and hit detection. https://www.youtube.com/watch?v=jJCayyjn69o
Not sure how I'd feel about the visual recoil feedback. It already goes bonkers randomly. >_>
Some of my ideas:
While it may not exactly help with immersion, I'd like more color in the game.
FoV changing when sprinting breaks the immersion for me. I'd like an option to disable it. Being able to adjust the FoV would be great too.
I also agree with this post by Moejoe
Moejoe Omnipotent wrote:
CCP has the FOV backwards. Lowering the field of view makes you feel slower. There's no reason to make the game feel slower than it already is. It also hinders your vision so that you have less situational awareness.
The "dynamic" field-of-view should either be removed or done the other way around so that the FOV increases when you start sprinting to give a sense of acceleration and speed.
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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3471
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Posted - 2013.04.17 07:56:00 -
[48] - Quote
These things fit
https://forums.dust514.com/default.aspx?g=posts&t=68980&find=unread
KAGEHOSHI Horned Wolf wrote:Visual variety is very important to me, both for keeping my interest, and for immersion as well (we are suppose to be fighting on thousands of planets). Its much easier to create skyboxes then terrain since there aren't any balace issues to worry about, its purely art. After CCP's art guys showed what they were capable of with the Caldari Prime event, I thought about the things that could be done with skyboxes. [I would like to see]Stars and nebulae: Some planets have very low atmospheres and/or low sunlight, which means the stars and nearby nebulae should be very visible. I want to see more skyboxes with visible stars and nebulas. I would also like to see stars and nebulae as well on planets without these conditions during the nighttime. The nebulas and stars we see can be based on which region of New Eden we are in. Click here and here for pretty picture.
Moons: Many planets have moons, 1 or more. I would like to see them in the sky. Click here for pretty picture.
Auroras: The district we are fighting on could be near the magnetic North of the planet, and auroras have been observed in many planets in our solar system. I want to see them on Dust planets as well. Click here for pretty picture.
Thank you for reading.
https://forums.dust514.com/default.aspx?g=posts&t=68863&find=unread
Bojo The Mighty wrote:Right now, our reload is cyclic.
We begin to reload but then do something like throw a grenade, sprint, or jump, and we have to restart the whole thing again.
Progressive reload is based on the progress made during reload. This would allow us to complete certain phases of reload without resetting. So we could take out the mag, sprint, load the new mag, jump, and set the hammer. It seems unreasonable that when I sprint after loading a new mag, I take that magazine out. It's perfectly fine yo! Don't take it out you just put it in!
https://forums.dust514.com/default.aspx?g=posts&t=68104&find=unread
KAGEHOSHI Horned Wolf wrote:Being able to destroy a tank, but not some weak civilian truck laying around the map really breaks immersion.
Things like roadblocks (including the concrete ones), boxes, those large truck vehicles on the map, it would be nice if all these things could be destroyed. It would really help make the battlefield feel more believable.
The civilian vehicles can blow up just like battle vehicles and installations, while other less explosive assets can have 3 versions with various levels of damage that they change between as they take more damage.
I would ask for destructible surface infrastructure pieces including the outposts and stuff, but I know that its asking too much for now.
https://forums.dust514.com/default.aspx?g=posts&t=68131&find=unread
KAGEHOSHI Horned Wolf wrote:This request is just about immersion. When we just appear in the merc quarters, war barge, MCC, and CRU, it would really be better for our clones to be waking up instead of just appearing out of thin air. From what I understand, we travel between the merc quarters and the war barge by transferring our consciousness to a clone already there, and then transfer our consciousness back to the MQ after the battle is over ( jump clones). With this in mind it would make more sense to have us waking up in the war barge and MCC in bodies that were already there, hanging on racks of clones ( like in this image), and then being released from the rack to walk around instead of just appearing out of nowhere. With the merc quarters however, instead of showing our characters just materialize, have them wake up from the bed. Just materializing out of nowhere does make sense for drop uplinks though since they are essentially wormholes. I would like for us to awaken from inside a CRU as well; it kind of bothers me when I see a merc just materialize next to a CRU instead of coming out of it. The CRU would need doors that open from which to eject players out (in like half a se... |
Vyzion Eyri
The Southern Legion RISE of LEGION
500
|
Posted - 2013.04.17 13:00:00 -
[49] - Quote
When opening the overview map, perhaps the minimap from the HUD should appear to expand across the whole screen? Or a little boot-up clip for the map, like
Overview Map initiating... during the black screen, so more people actually use it without getting disgruntled at the fade-out to black and the fade-in to the map. |
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