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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.02.09 08:19:00 -
[1] - Quote
Made a previous post about immersion, and Devs responded: https://forums.dust514.com/default.aspx?g=posts&m=425608#post425608 "[REQUEST] Combat Immersion (animations, sensory effects, sprint acceleration) Update: VFX such as radial blur, tinnitus effects and improved SFX are being improved and will make a return in future updates."
There are more things that can be done to make Dust 514 more immersive. This post will outline changes and additions that can improve The immersion of Dust. Gameplay takes priority, but immersion is the whole point of first person perspective.
[Out of battle] >> Merc bio: Would add to the roleplay element since our bio could be our way of sharing our character's story, and act like a mercenary resume.
>> Message from employer: Thread about it (T). In the war barge, a message from your employer would really reinforce the feeling that we are mercenaries hired by someone. Can just be standardized messages that depend on the mode.
[Movement] >> Wobbling HUD: T. When we run, our helmets move a bit from the inertia, & this should cause the HUD to wiggle a bit as a result of the movement. This actually use to be in Dust, & for some reason it got removed. Bring it back.
>> Vaulting, sliding, etc: More real world movement options besides walk, run, & jump for mercs would really help make us feel more in the game. Battlefield 3 is a good example of this, players can vault over certain obstacles as they could in real life.
[Effects] >> Weapons fire, explosions lighting effects: On some maps there are parts permanently on fire, & those parts have a lighting effect that brighten & shine on nearby objects. The forge gun charging also has that effect, it brightens the the objects around it. ALL gunfire, explosions, & turret fire should have this effect, we're shooting burning hot plasma, lasers, etc. Even the conventional Minmatar SMG & HMG have muzzle flash. Our weapons fire should emit more light than a simple fire. Not only would this be a realistic & immersive, but it would add a level of tactics to darker maps since firing without thinking could alert your location to others.
>> Nova knife burning edge: T. Nova knives have burning plasma edges, but they don't look like that at all. When slashing, the nova knives should have a burning glow effect similar to the concept arts to make them really feel like dangerous plasma edged blades.
>> Explosions: Explosions including grenades should have make the ground shake; simulated through screen shake (CLICK).
[Kills, deaths, rebirth] >> Killed by a headshot: T. Sensors & cameras are located in helmet, so when one is killed by headshot, the sensors & cameras should be damaged. Should result in distorted vision & noticeable cracks on the HUD while laying on the ground. Good for immersion, but also would be a good way to find out that you died from a headshot. The distortion could look like this, plus some cracks.
>> Get a kill with headshot: It should make a distinct sound specific to headshots. That sound would be the noise of the helmet equipment being destroyed. The game does need a headshot notification noise.
>> Camera should stay with corpse:T. When I get killed (mortally wounded) from a high location & my body falls down, my point of view remains where I died. Makes it really jarring when I get revived, & my point of view suddenly becomes where my body fell too; feels like I just teleported which can be confusing. Please don't freeze the POV of the player during death, let the POV travel with my body.
>> Sky spawn: T. Drop uplinks are wormhole tech, & CRUs store respawn clones, so makes sense how mercs can just show up there. For ground base spawns & spawns on objectives, there is no explanation for how we appear. Instead of magically appearing on bases & objectives, we should be dropped down into battle from the sky. Could be explained with cloaked NPC drone dropships. Would me make more sense, & be much more immersive than just magically appearing in the battlefield.
[Models] >> Legs: It really breaks immersion to look down & not be able to see your own legs.
>> Logistic's arm computer: Its not well fitted on the arm of the logistics suit.
>> Arm computer: The image is static while performing hacks, it looks like random spots on the screen. The image needs to change while hacking, & there should be a touch keyboard for the mercs to tap.
[End game] >> MCC destruction:
Bojo The Mighty
Bojo's School of the Trades
435
|
Posted - 2013.02.09 08:37:00 -
[2] - Quote
Radical. Thank god we had that first discussion.
Also, could this go up there? https://forums.dust514.com/default.aspx?g=posts&m=512777#post512777
I mean I find it unreasonable that every battle to take place in New Eden only has two sides. I feel like it would also intensify battles, because there's twice the enemies, but half of them are trying to kill the other half as well. |
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Etero Narciss
Seraphim Initiative. CRONOS.
112
|
Posted - 2013.02.09 08:46:00 -
[3] - Quote
I like everything here save for the movement part. Wobbling is usually very annoying when you're not the one actually running, and vaulting only brings memories of BF3 where I would ineffectually try to vault over a damn waist-high barrier, yet my idiot of a character couldn't make the jump.
Definitely love the idea for the "killed by headshot" effect. |
Avinash Decker
BetaMax.
25
|
Posted - 2013.02.09 09:32:00 -
[4] - Quote
I agree with the movement. With the sky spawning idea it'll make sense if players get dropped from the warbarge instead of npc dropships, since the warbarge is already in orbit. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.02.09 16:12:00 -
[5] - Quote
Bojo The Mighty wrote:Radical. Thank god we had that first discussion. Also, could this go up there? https://forums.dust514.com/default.aspx?g=posts&m=512777#post512777I mean I find it unreasonable that every battle to take place in New Eden only has two sides. I feel like it would also intensify battles, because there's twice the enemies, but half of them are trying to kill the other half as well.
I could kind of see how its a matter of immersion, and I actually would love it.
For those unsure about wobbling HUD, this i an example of what it looks like (just to make sure we're on the same page). If you still don't like, There could just be an option to disable it
As for falling from the war barge; I think that's way too high for us, but I wouldn't mind if that's how its implemented. |
Agent Overkill
Seraphim Auxiliaries CRONOS.
4
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Posted - 2013.02.09 19:59:00 -
[6] - Quote
I really like the ideas in MCC Destruction and Weapons fire, explosions lighting effects, and Message from the employer as well as the others. They would all really add to the immersion which is lacking in this game. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.02.10 01:38:00 -
[7] - Quote
Added a thing about explosions under effects |
Vaerana Myshtana
ScIdama Endless Renaissance
205
|
Posted - 2013.02.10 04:19:00 -
[8] - Quote
Avinash Decker wrote:I agree with the movement. With the sky spawning idea it'll make sense if players get dropped from the warbarge instead of npc dropships, since the warbarge is already in orbit.
20 minute travel time... No thanks.
I like sky spawn, but it really does need to be closer, even just a cannon on the MCC like in Starship Troopers. |
RINON114
B.S.A.A.
14
|
Posted - 2013.02.10 04:43:00 -
[9] - Quote
Everything sounds great to me except for MCC destruction.
While I think it would be incredible to watch an MCC skid to a halt in front of your face as a match finishes, if you have ever played Final Fantasy VII you will know why I disagree with this small idea as it is now.
In FF7 there is a summon you can use which initiates a cutscene of about five hours showing all of the awesome special effects the PSone could muster. In any battle where this summon was used more than once it became hugely tedious.
My suggestion is to simply have an option somewhere to turn it off for yourself or have it skippable. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.02.10 04:55:00 -
[10] - Quote
RINON114 wrote:Everything sounds great to me except for MCC destruction.
While I think it would be incredible to watch an MCC skid to a halt in front of your face as a match finishes, if you have ever played Final Fantasy VII you will know why I disagree with this small idea as it is now.
In FF7 there is a summon you can use which initiates a cutscene of about five hours showing all of the awesome special effects the PSone could muster. In any battle where this summon was used more than once it became hugely tedious.
My suggestion is to simply have an option somewhere to turn it off for yourself or have it skippable.
It would not not be a cutscene, it would be in the game in real time, and would not stop regular gameplay. It certainly won't be more tedious than the MCC just floating there. |
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RINON114
B.S.A.A.
14
|
Posted - 2013.02.10 05:06:00 -
[11] - Quote
Quote:It would not not be a cutscene, it would be in the game in real time, and would not stop regular gameplay. It certainly won't be more tedious than the MCC just floating there.
So you're saying that while the MCC is crashing we can still get kills? Wouldn't that defeat the purpose of a pretty light show? And if the plan is not to allow kills then wouldn't it be just the same as a cutscene?
Personally I felt the destruction of the MCC wiped everyone out at the end of a match anyway as the mercs have done their job and are now disposable.
Edit: I have to ask, how do I quote a user!? |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.02.10 05:52:00 -
[12] - Quote
RINON114 wrote:Quote:It would not not be a cutscene, it would be in the game in real time, and would not stop regular gameplay. It certainly won't be more tedious than the MCC just floating there. So you're saying that while the MCC is crashing we can still get kills? Wouldn't that defeat the purpose of a pretty light show? And if the plan is not to allow kills then wouldn't it be just the same as a cutscene? Personally I felt the destruction of the MCC wiped everyone out at the end of a match anyway as the mercs have done their job and are now disposable.
You can run around get kills, etc while its going down, and battle ends when it explodes. I don't think it would defeat the whole purpose of the "pretty light show" at all, being able to look up in first person and see it happening as part of the gameplay would really add a sense of immersion since you physically see the effects of the battle. The different sky colors and stuff are during gameplay, but gameplay doesn't get in the way of appreciating it.
To quote someone, just hit the quote button on the bottom of their post |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.02.10 10:56:00 -
[13] - Quote
[Animations] >> Default melee animation:T. With most guns, it looks like you're elbowing instead of hitting someone with a gun. I find it kind of silly as a result. Its a minor detail, but it could use some work. The melee animation needs to look like you're actually smacking someone with the gun model. >> Gun animation while firing: Light weapons other than the laser rifle should rattle back and forward when you fire them. The force of the shots ejecting the gun should push the gun back against the user. It does so already with the AR (and maybe some other guns), but its barely noticeable. It needs to be increased. >> 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. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.02.10 21:21:00 -
[14] - Quote
Any more thoughts? |
dabest2evadoit7
Cyberdyne Systems and Technology The Revenant Order
35
|
Posted - 2013.02.10 21:44:00 -
[15] - Quote
This all sounds great, and I would love to have this stuff. i just think that as players we ask for a lot. I also feel as though we forget that this is a free game. Not that it shouldn't be as great as the rest. This is not just coming from your post but as I see it everyday there is something new that we want for free. A jetpack, a hoverbike, and so many more. I think we should be satisfied with the fact that it is a great game and it is free. Just my opinion. Don't get me wrong those are great ideas and it would be nice to have them, but I think we need to be happy with what we have. The game is fine the way it is, with the exception of a few tweaks to what already exist, and I am sure it is going to get better. |
Rainn Ender
Serenity Prime Kraken.
1
|
Posted - 2013.02.10 21:49:00 -
[16] - Quote
KAGEHOSHI Horned Wolf wrote:
>> Vaulting, sliding, etc: More real world movement options besides walk, run, & jump for mercs would really help make us feel more in the game. Battlefield 3 is a good example of this, players can vault over certain obstacles as they could in real life.
would need another button right? what would you propose?
also what do you think about leaning around corners? would be cool but again would need more buttons which is fine for KBM but not for controller users unless leaning was a SIXAXIS option (only when stationary) |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.02.10 21:54:00 -
[17] - Quote
dabest2evadoit7 wrote:This all sounds great, and I would love to have this stuff. i just think that as players we ask for a lot. I also feel as though we forget that this is a free game. Not that it shouldn't be as great as the rest. This is not just coming from your post but as I see it everyday there is something new that we want for free. A jetpack, a hoverbike, and so many more. I think we should be satisfied with the fact that it is a great game and it is free. Just my opinion. Don't get me wrong those are great ideas and it would be nice to have them, but I think we need to be happy with what we have. The game is fine the way it is, with the exception of a few tweaks to what already exist, and I am sure it is going to get better.
The better they make the game the more people will play, and more people to possibly spend real money on the game, so its in their best interest to keep adding more awesome things. All these things don't have to come soon, CCP will be updating and adding to this game for years to come, like a true MMO. CCP plans on adding weapon customization, exotic planet types, more vehicle types such as mechs (MTACs), more weapons, more dropsuit types, PVE drone mode, drones for PVP, and even more stuff. Their vision for Dust might be even bigger than ours despite all our big requests. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.02.10 21:56:00 -
[18] - Quote
Rainn Ender wrote:KAGEHOSHI Horned Wolf wrote:
>> Vaulting, sliding, etc: More real world movement options besides walk, run, & jump for mercs would really help make us feel more in the game. Battlefield 3 is a good example of this, players can vault over certain obstacles as they could in real life.
would need another button right? what would you propose? also what do you think about leaning around corners? would be cool but again would need more buttons which is fine for KBM but not for controller users unless leaning was a SIXAXIS option (only when stationary)
Run + crouch combination is usually how most games do sliding. Vaulting is usually done by doing a regular jump over certain special objects that allow it (like boxes and railing). No new buttons needed. |
Rainn Ender
Serenity Prime Kraken.
1
|
Posted - 2013.02.10 22:00:00 -
[19] - Quote
KAGEHOSHI Horned Wolf wrote:Rainn Ender wrote:KAGEHOSHI Horned Wolf wrote:
>> Vaulting, sliding, etc: More real world movement options besides walk, run, & jump for mercs would really help make us feel more in the game. Battlefield 3 is a good example of this, players can vault over certain obstacles as they could in real life.
would need another button right? what would you propose? also what do you think about leaning around corners? would be cool but again would need more buttons which is fine for KBM but not for controller users unless leaning was a SIXAXIS option (only when stationary) Run + crouch combination is usually how most games do sliding. Vaulting is usually done by doing a regular jump over certain special objects that allow it (like boxes and railing). No new buttons needed.
yeah my bad, i think sliding would need to be pointless for heavier suits though. would be hilarious if heavy suits stumbled forward attempting to slide!!
i'm suprised this thread hasn't included the 'prone' position |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.02.10 22:05:00 -
[20] - Quote
Not a fan of prone, tends to make camping easier. I wouldn't really mind too much if it was added. I think sliding should be accelerated based on the slope of the terrain, so it could still be useful for heavies for quickly going down a hill I guess. |
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tribal wyvern
ZionTCD Legacy Rising
675
|
Posted - 2013.02.10 22:32:00 -
[21] - Quote
Merc bio: was already under 'character sheet' along with employment history etc, most character sheet sub menus (including merc bio) were removed until they serve a purpose.
Wobbling HUD: was already in game in builds before precursor, reason for removal unknown. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.02.10 23:14:00 -
[22] - Quote
tribal wyvern wrote:Merc bio: was already under 'character sheet' along with employment history etc, most character sheet sub menus (including merc bio) were removed until they serve a purpose.
Wobbling HUD: was already in game in builds before precursor, reason for removal unknown.
Do you know if CCP intend to let us write on it? I liked that feature, I want it back |
tribal wyvern
ZionTCD Legacy Rising
675
|
Posted - 2013.02.10 23:42:00 -
[23] - Quote
KAGEHOSHI Horned Wolf wrote:tribal wyvern wrote:Merc bio: was already under 'character sheet' along with employment history etc, most character sheet sub menus (including merc bio) were removed until they serve a purpose.
Wobbling HUD: was already in game in builds before precursor, reason for removal unknown. Do you know if CCP intend to let us write on it? I liked that feature, I want it back
I would think we will be able to edit our own bio once it's returned.
I liked the wobbling HUD too, it didn't serve a purpose but it was awesome |
S Park Finner
BetaMax.
89
|
Posted - 2013.02.11 01:01:00 -
[24] - Quote
Quote:>> Sky spawn: T. Drop uplinks are wormhole tech, & CRUs store respawn clones, so makes sense how mercs can just show up there. For ground base spawns & spawns on objectives, there is no explanation for how we appear. Instead of magically appearing on bases & objectives, we should be dropped down into battle from the sky. Could be explained with cloaked NPC drone dropships. Would me make more sense, & be much more immersive than just magically appearing in the battlefield.
The Drop Uplinks are already in the game. They can be placed at random. The spawn points around bases and Null Cannons seem to be predetermined.
I would suggest that the base spawns always be associated with a non-destructable CRU. I'd also suggest that Null Cannons get a set of randomly seeded drop uplinks when the Null Cannon is taken. The fiction could be that with the Null Cannon re-targeted the MCC can throw down a set of drop uplinks aound it.
The CRU takes care of why we show up at the base and it's being non-destructable keeps the enemy from locking the team out.
The random drop uplinks around the Null Cannons would give people spawning in greater control over the spawn points and offset the camping possibilities from visible drop uplinks with random locations. The destruction of one of the drop uplinks could cause another to be generated if the Null Cannon had not changed hands. When it did get hacked the drop uplinks could be destroyed. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.02.11 07:27:00 -
[25] - Quote
Non-destructible assets don't really seem to fit Dust considering even the turrets guarding the spawns are destructible. I'd still prefer falling from the sky. |
Ten-Sidhe
Osmon Surveillance Caldari State
414
|
Posted - 2013.02.11 08:07:00 -
[26] - Quote
non-destructible due to blocked los. Some of the installations have stair sunk into map and tunnels, if base spawns were in cru behind building or in tunnel they would be effectively indestructible since enemy can't target them. |
Firestorm Zulu
Crux Special Tasks Group Gallente Federation
158
|
Posted - 2013.02.11 09:18:00 -
[27] - Quote
The only thing that really keeps me playing at this point is the SP system. I don't think I ever really log on and say "Oh yeah! Lets troubleshoot getting stuck inside a hill!!!"
This is a good thread, even though devs ask to not make lists. Threads like these make it easy to reference the other threads that disuss the above mentioned bullet points. |
Rachoi
HavoK Core
17
|
Posted - 2013.02.11 09:19:00 -
[28] - Quote
the devs have [quietly] looked at this post, and they are coming up with mroe immersion visuals, its even in their Weekly Updates thread |
Denak Kalamari
CrimeWave Syndicate
80
|
Posted - 2013.02.11 10:51:00 -
[29] - Quote
And as a minor addition from me, being able to turn your character 360 degress while in MQ would be awesome, I want to look at the front of my character too! |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.02.12 07:21:00 -
[30] - Quote
Still would like |
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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
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
|
Posted - 2013.02.16 06:23:00 -
[32] - Quote
Any more thoughts on this? |
aden slayer
ZionTCD Legacy Rising
407
|
Posted - 2013.02.16 09:26:00 -
[33] - Quote
+1 But features like this will take time. |
Dusters Blog
Bragian Order Amarr Empire
116
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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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