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DusterBuster
Zumari Force Projection Caldari State
1
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Posted - 2013.03.07 22:24:00 -
[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 #x: (More to come later?)
I know CCP has some stellar plans for randomly-generated/player-built maps for the future. However, if what we currently have is any indication of what they are like, then don't bother. Below are some complaints people have had about current level design and suggestions on how to improve it.
a. One of the most common complaints is the current lack of levels. However, I know that more will be added in the future, so do not really need to comment on it.
b. The current designs of the levels are simply bland however. They feel, and actually are, big empty fields with a couple blocks spread over them. They do not flow very well, and do not really provide many ways to exploit different routes or strategies. This is vastly different than the winding alleyways, sprawling urban landscapes, and war torn battlefields seen in other triple A fps games like Battlefield, Call of Duty, and Halo. My suggestion to improve this, while still being able to randomly build the maps in the future, is implement a modular system similar to the one proposed for POSs in EVE. Make there be different types of cells, that are all the same size and shape. For example, you could make it a cube that is 50ft x 50ft x 50ft, and have an opening of a set size on 4 of the sides. This way, you can make each of these cubes like a separate level, and still be able to randomly put them together to make diverse and entertaining levels. Some examples of what these cubes could be multiple different layouts for M-COMs, different layouts that include clone reanamition units, some layouts that include supply depots, layouts that have good vehicular combat layouts, and some other layouts yet that just include cover or buildings. Even if this idea is not possible, I strongly suggest looking at levels in popular games, and figuring out what makes them flow. Things like more cover options, and multiple approach points should be implemented. Also, these are not civilian cities. These are installations that some of the most powerful entities in New Eden built, knowing that they could be attacked. Therefore, they should be layed out like a military installation, with options for strongholds and barricades.
c. Level balance is currently an issue. It seems on certain levels, one side completely dominates, while the other never has a chance to excel. This could be argued to be the superior skill of one of the teams, besides that fact that it is always the same side that dominates on the same level. I do not understand why this is, but it has something to do with level balance. CCP should ensure that the levels are equally layed out so that either side has equal chances of success.
[continued in next post] |
DusterBuster
Zumari Force Projection Caldari State
1
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Posted - 2013.03.07 22:24:00 -
[2] - Quote
d. Spawn camping is currently an issue. There are multiple threads on this issue that provide good ideas. In conjunction to some other fixes though, a few things that could help prevent this would allowing people to actually see the spawn point before they spawn on it. For example, when you die and choose to respawn, you should be able to scroll through a list of the available spawn points, and each one you hover over should have a camera over looking the spawn point so that you can see exactly if anyone is camping that point. You should also be able to spawn directly on squad members. Finally, you should have a few seconds of invulnerability as a last line of defense. This will be deactivated if you fire or use equipment.
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. |
DusterBuster
Zumari Force Projection Caldari State
7
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Posted - 2013.03.07 23:37:00 -
[3] - Quote
Jetteh22 wrote:DusterBuster wrote:d. Spawn camping is currently an issue. There are multiple threads on this issue that provide good ideas. In conjunction to some other fixes though, a few things that could help prevent this would allowing people to actually see the spawn point before they spawn on it. For example, when you die and choose to respawn, you should be able to scroll through a list of the available spawn points, and each one you hover over should have a camera over looking the spawn point so that you can see exactly if anyone is camping that point. You should also be able to spawn directly on squad members. Finally, you should have a few seconds of invulnerability as a last line of defense. This will be deactivated if you fire or use equipment.
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. I like the idea of spawning on squad members. I think a good route to go about this would be to have some kind of module that anybody can put on their dropsuit (maybe low power module or whatever). Then whenever you can spawn you will be able to spawn within X meters of that person. It would make sense for whole squads to have it installed but at the same time it's give and take - you get the ability to have your squad mates spawn next to you but what do you lose for this ability?
While I like the idea of it being tied to a module (I think pretty much every aspect of this game should be tied to one item or another), in this case, I think anyone that plays in a squad will end up choosing to equip this item. In that case, would it not be better to just have it a default ability? I am thinking along the same lines as magnum ammo was in Bad Company 2. Magnum ammo increased your damaged, and if you ever played that game you would know that everybody used it. So why not just increase everybody's damage by default, and let us use something else instead?
I don't know how this would work out though, perhaps you are right. Thanks for your feedback! |
DusterBuster
DUST University Ivy League
47
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Posted - 2013.03.17 16:32:00 -
[4] - Quote
Jetteh22 wrote: Well I was thinking if it was tied to a module it may be something that only the squad leader would want to have. I don't see the point in every single person in the squad having one so it would make a little sense to me that if the squad leader has it that would be good enough. He will lose whatever bonus he currently has in that module but gain the ability to let his squad spawn in wherever he is. Really, squad members should be staying together and close to the squad leader anyways unless he says otherwise so I think that it would be better in his hands anyways.
So do you think it should be a leader-only ability? He could be the designated spawn-point, just like there is a designated fleet-booster in EVE?
Gameplay wise, it would add a new dynamic, and make it much easier for squads to stick together. If a squadmate dies, he could simply spawn back on the leader, instead of getting stuck at a faraway objective, cru, or drop uplink. It also has the possibility of phasing out the drop-uplink though, because unless the squad leader gets wiped out there is no need for it. This does not stop the usage of spawn beacons in BF3, but who knows how it would work here.
I like your where you are going, but still think this needs to be ironed out a little more though. |
DusterBuster
DUST University Ivy League
50
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Posted - 2013.03.17 18:06:00 -
[5] - Quote
Jetteh22 wrote:DusterBuster wrote: So do you think it should be a leader-only ability? He could be the designated spawn-point, just like there is a designated fleet-booster in EVE?
Gameplay wise, it would add a new dynamic, and make it much easier for squads to stick together. If a squadmate dies, he could simply spawn back on the leader, instead of getting stuck at a faraway objective, cru, or drop uplink. It also has the possibility of phasing out the drop-uplink though, because unless the squad leader gets wiped out there is no need for it. This does not stop the usage of spawn beacons in BF3, but who knows how it would work here.
I like your where you are going, but still think this needs to be ironed out a little more though.
Hm. Really wasn't thinking it should ONLY be a squad leader only ability but I just assumed that it would be best suited for squad leaders. I didn't think about the drop uplinks. Maybe there really isn't a need to spawn on another player - especially if somebody in the squad is throwing down drop uplinks. That may be the best thing.
After reading your last post, I was kind of thinking the same thing. If they can improve other aspects to fix spawn camping, then this will be unnecessary. I will amend the opening post.
Thanks for your feedback. |
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