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Thread Statistics | Show CCP posts - 1 post(s) |
Han Jammer
Edimmu Warfighters Gallente Federation
6
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Posted - 2013.02.20 19:23:00 -
[1] - Quote
Hey all, thought it might be a good idea to get some views from new players, both to FPS and or DUST514/EVE. Hopefully we might be able to contribute some thoughts and ideas on the game. Both as it is in Beta and where it could be on release.
My history in FPS goes from starting out with Join Operations (PC), BF2 (PC), BCBC2 (PS3), then finally BF3 (PS3). I like full and large scale games with a wide choice of play-styles and unit types. All based on a solid, effective infantry gameplay core.
Harsh options like team-killing, ability to full cap out the opposing team and no hud style gameplay are good with me, I like the option to go hardcore if I choose..
Weapon and player handling is vital, second only to map design. You should be an effective solider from the start.
My thoughts will be from a newb to Eve but experienced at FPS. Been interested in Dust and kept up with it's progress; would love to see it do well......
ON THE GROUND
Controls feel off - very difficult to describe though. Movement is sluggish yet twitchy when in ADS.
Work on the aim-assist, i imagine that coding this area can get very technical but is vital for a solid weapon handling experience. There's a fine line between aim-bot and a background hand assisting.
It is the make or break of FPS - player / weapon control must be spot on. Snappy and responsive yet capable of fine control while ADS. Getting good at weapon handling but controlling recoil should be one of the prime ways at improving as a player - it gives you something to practice and hone, either intentionally or accidentally over time.
TTK seems far too high - I don't know enough about the equipment, probably they're running shields and stuff. Been far more of a threat since I've started running militia assault primary and SMG secondary.
PLAYER / SOLIDER
Market Too stylised descriptions - I understand there is a heavy backstory and a strong theme which is suited to some, but the layers and types of equipment really are obtuse. This will heavily limit up-take from the casual core of FPS players. Most people will not go on a forum to look up info here and there, they want to jump in and play.
Idea - Basic tutorial when you first spawn in, covering the suit you wear and starting options.
Progression Your starting abilities and equipment should be more than capable of holding your own. The increase in your ability to be a valuable player should come from knowledge gained by playing. Be it good routes, spots, fire control etc.
Too focused on technical progression and abilities. It will destroy the long term staying power of the game. High skill level attainable by playing not buying (understand it free to play but get creative with what you sell).
MAPS
General I feel there isn't enough connection with the map you are playing; It isn't clear what the name of the map is even.
Idea - intro gfx showing a decent pic, perhaps with info on objectives / back-story
Design Map flow has not come across well so far. It is a hugely underrated skill to designing effective, playable maps. The core of the layout much be form follows function which I'm not sure I see during my matches.
Far far to large a distance between buildings on some maps. It is apparent the devs wanted impressive, large maps but instead have spread out and scaled up rather than get the vital details right. Buildings would always occur from logical decisions, especially in military installations. So in any game world, the setting must make sense - there won't just be random buildings scattered about.
Spawning You should always be able to spawn at a safe base, and from it be able to work your way into a map. I personally don't believe it should ever be possible to be insta-killed when spawning at your home base unless it's cappable. To many times games have resulted in a team being camped to the point of killing spawning players at the home base. This severely hampers teamplay.
Idea - Emplaced user or auto controlled weapons guarding the main spawn base. Idea - Decent / enough cover to be able to filter out towards objectives.
Movement There needs to be basic transport on the map to move about. It doesn't need to be a full scale armoured vehicle but it should be workable. Perhaps it might change when larger population matches start and players dedicate themselves to being a pilot; transporting people around as their chosen role. But I don't think it should be left to chance.
Agree, disagree?? What's your thoughts on how Dust can improve as it moves towards release day?
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Han Jammer
Edimmu Warfighters Gallente Federation
6
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Posted - 2013.02.20 20:22:00 -
[2] - Quote
Apologies, did look at feedback but as it was more general I though here would be good. Will know for next time chap!
Thanks for the tips all! Really appreciated, will make sure to check these out when I load it up next!
Not sure there's as big an overlap between FPS and MMO players as CCP think. With an MMO rather than a skill based progression it might lead to uptake inertia - if ppl are going to get owned left, right and centre it might just get dumped. And for the scale they are attempting it needs to be made FPS first.
High tracking TTK and large open maps doesn't seem that good a fit IMHO, especially against snipers. If you get the drop on someone they should go down. This is risk/reward to FPS players not equipment. Whats fun worrying about some rifle or tank / plane you've shelled out for. It's about winning and it's about killing to many people who will play this game as a casual. And they really need to be thought about to get the volume of players over the life this game is planned for.
I'm also not seeing the angles being created for epic firefights to occur yet, sure they will come. In an FPS map though huge care is taken when placing walls, cover, boxes, windows, crates, walkways, grass mounds, river ends and a thousand other assets. Where they are put completely affects a game and details like this are needed otherwise people just walk towards each other spamming fire knowing you can't take on a group by flanking / using cover. That would get boring very quickly.
*Edit* Had look at the seeding video and i do like their ideas and scale of thinking.
Understand it beta, just wondering if CCP understand the competition they're up against. Well honed slick presentation maybe, but backed by some really solid map design and combat experiences. |
Han Jammer
Edimmu Warfighters Gallente Federation
6
|
Posted - 2013.02.20 21:02:00 -
[3] - Quote
I'm looking forward to it, I hope it does well, a lot to do though...
There's big changes ahead with the new PS4 though. Rumored Nov release, and strong chance of 64 player BF4 on the console means tough competition for Dust.
Could this be the new no.1 shooter on the now legacy console, or can the code be ported? PS3 might be the cheap option for people new to consoles and fancy a blueray player.
With this game, if it has an easy learning curve, being a big attraction for new sales?? If they work hard on the micro as well as the macro ideas then hopefully yes. |
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