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DusterBuster
Zumari Force Projection Caldari State
1
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Posted - 2013.03.07 22:17:00 -
[1] - Quote
Hiya everybody,
I decided to make a series of threads addressing of some of the most common complaints I hear when asking other players about their opinions of the game. The people I asked ranged from friends I had play for the first time, to experienced Dust players, to experienced EVE players who gave Dust a try. I am not going to provide the issue themselves, as well as try to come up with some good solutions. I know I am not perfect however, and some of these solutions may be straight-up bad. If that is the case, please provide some constructive criticism, and maybe we will be able to come up with some better solutions. I also know that many of these things are already in the pipeline, but I am going to include them anyway for completeness. And finally, I am not going to include any balance issues (though there definitely are some) as there are countless other threads that beat these to death. Some of these threads may have lists (!) (Sorry CCP), but they will all contribute to the same overall theme.
A couple questions I may receive:
Q: Why in the world do you feel important enough to make multiple new threads for this, you noob? A: I have been playing Dust since the closed beta, with multiple different characters playing many different styles. Throughout that time, I have seen the immense progress CCP has made with Dust, and I would like to see it go even further. This is a beta, which has a sole purpose of providing the developer with feedback on its prototype, before releasing a final product.
Q: QQ more, l2p noob, etc. A: Firstly, that isn't a question. Secondly, I have been playing EVE for years, and have subsequently been bombarded with some of the finest in the art form of trolling, and know how to deal with it. This Tomfoolery you bring here from other console games is no match for my superior anti-flame coating. And thirdly, this thread is doing exactly what I promised to do when I signed up for the beta, which is provide feedback to the development team on the status of their product, so they can figure out what the players want and improve it.
And, check out some of my other threads in the series: #1: The Mercenary Quarters User Interface #2: In Game Controls #3: Information Display (not yet published) #4: Level Design (not yet published) #x: (More to come later?)
Now, with all of that out of the way, lets move on to the actual content of this thread:
#2: In Game Controls
The ingame controls are the first things that players come across. It is the only connection to the action in-game, and can easily make or break the experience. Unfortunately, the current iteration of Dust has some very serious issues with its controls. Below are some complaints and solutions to some of those problems.
a. The first thing that should be done is make all of the controls completely remappable. This will allow anyone who picks up the controller to have an experience that perfectly fits their preferences.
b. Then, the scoreboard and off-map support should be moved to their own buttons on the neocom, to free up some buttons for more important tasks. Up on the d-pad should be used for the map, down should be push to talk, and left and right should be kept free for item navigation.
c. When playing infantry, switching between different items can be a pain. Tapping R2 should quickly switch between primary and secondary weapons as it does now. However, I believe all items and equipment, including grenades (but excluding primary and secondary weapons), should be diplayed in a bar along the bottom of the screen. To select which item you want, simply use left and right on the d-pad to hover over an item. The active item would show a blue glow, and you would press L2 to use it.
d. When in a vehicle, I think the situation should be the same as what is suggested above for infantry. Have all modules displayed in a strip along the bottom of the screen, and switch between them with left and right on the d-pad. You can then activate the selected module by pressing X. This allows for a much quicker response time than is currently possible, as well as not interfering with the pilots ability to aim properly.
e. When piloting a vehicle, the controls are currently very clumsy and hard to master. Travelling around the battlefield should not be the difficult part. I propose that vehicle movement and control be copied from Battlefield 3. That game had some of the best and most realistic feeling controls of any gamepad-controlled game, and would be instantly familiar to many players. It would also allow much easier and more precise movement, and if used in conjunction with the module bar suggested above would not interfere with module management.
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DusterBuster
Zumari Force Projection Caldari State
1
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Posted - 2013.03.07 22:17:00 -
[2] - Quote
f. When you are the squad commander, it should be much easier to give squad commands. Currently, you either have to aim at the object, hold R2, then click in the right analog stick, then hover over the correct order, and push R1 to finalize it, or do it through the map. That is a lot of work to change orders in the heat of battle. Instead, Squad Commanders should be able to instantly give orders with the tap of the select button. The commander would simply need to aim at an object and tap select, and the most common/logical order for that object is given. (For example, if the commander is aiming at an enemy M-COM, tapping select will issue the 'Capture' order. If the commander is aiming at a friendly tank, the 'defend' order should be given.) If the commander then wants to issue a different order than that, they can simply hold down the select button, which will bring up the commands wheel. The commander can then use the right stick to hover over the desired command, and let go of select to issue that order. This makes it much easier to lead a squad while also moving and fighting.
That is all for now. If I receive any good suggestions or criticisms, I will edit the above or add more points. Please check out some of the other threads in the series as well, and provide feedback or support to those. Thank you.
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trollsroyce
Seraphim Initiative. CRONOS.
191
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Posted - 2013.03.07 22:47:00 -
[3] - Quote
Agree. Squad leader controls are especially horrible with mouse and keyboard. It is also impossible to use spawn points in the middle of map with keyboard, as wasd spawn selectin takes always the furthest ones. |
DusterBuster
Zumari Force Projection Caldari State
7
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Posted - 2013.03.07 23:26:00 -
[4] - Quote
trollsroyce wrote:Agree. Squad leader controls are especially horrible with mouse and keyboard. It is also impossible to use spawn points in the middle of map with keyboard, as wasd spawn selectin takes always the furthest ones.
I stopped playing with a mouse and keyboard within the first couple of weeks I picked up Dust, with the expectation that it would either be removed or nerfed, so I do not have much experience with this. However, for squad controls, the same thing I suggested for the controller could be implemented on a keyboard, simply using the Q key instead of select. Are you able to use a mouse for spawning? If not, that should be added, as well as scrolling through all spawnpoints with wasd. |
Jetteh22
DUST University Ivy League
23
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Posted - 2013.03.17 15:49:00 -
[5] - Quote
I particularly agree with point F for squad leaders. I haven't been in control of a squad yet but a few of the ones I have been in it just seemed very daunting for the squad leader to do commands and he would keep forgetting, etc. This would seem to make it easier. |
DusterBuster
DUST University Ivy League
45
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Posted - 2013.03.17 16:05:00 -
[6] - Quote
Jetteh22 wrote:I particularly agree with point F for squad leaders. I haven't been in control of a squad yet but a few of the ones I have been in it just seemed very daunting for the squad leader to do commands and he would keep forgetting, etc. This would seem to make it easier. Thanks. Squad leading can be a pain sometimes, especially when you are trying to do other things like, you know, play the game.
Thanks for your response. |
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