Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
DusterBuster
DUST University Ivy League
8
|
Posted - 2013.03.10 19:40:00 -
[1] - Quote
Hiya everybody,
I decided to make a series of threads addressing 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 that played for the first time, to experienced Dust players, to experienced EVE players who gave Dust a try. I am 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 #4: Level Design #x: (More to come later?)
Now, on to the content of this thread: Information Display
Currently in this game, a lot of necessary information is hard to relay to teammates, or even figure out for yourself. Below are some common complaints, as well as some possible suggestions.
a. Gridded Maps - Currently while playing in a match, people have to resort to giving relative locations of enemies. "He is to the southeast of the Supply Depot, behind that half wall and around the corner" takes a lot of processing to figure out. It would be much easier to simply say, "he is around the corner at D5". That is a much quicker, easier, and more efficient transfer of knowledge. This has already been requested many times, but I will say it again here. The battle map should have a grid for easy location management.
b. Better mini-map/scanner - I have heard this mentioned a few times, though it does not seem to be as big of an issue as some other points mentioned in this series. Some players have said that they would like the scanner in the bottom left corner of the screen to behave as a sort of mini-map, that displays buildings and obstacles, as well as enemy positions. This, combined with good scanning skills, would allow people to have much more information about where people are in relation to them.
c. Better loading screens - Currently the loading screens display some random tip about the game. I have heard some players sometimes got confused about these, as it will show an 'Ambush' description while the player is loading into a 'Skirmish' match, or things similar to this. A suggestion would be to split the loading screen into multiple sections. One of the sections would display information about the map/planet type/district/system etc., another section could display information about the gamemode, and another section could display a random 'helpful hint'. This would get rid of some unnecessary confusion.
That is all for now. This section has much more minor complaints than some of the others, but I feel it is just as important as some of the current hot-topic issues. . 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. Thank you. |
DusterBuster
DUST University Ivy League
31
|
Posted - 2013.03.17 14:59:00 -
[2] - Quote
Reserved.
(Being updated right now) |
Jetteh22
DUST University Ivy League
23
|
Posted - 2013.03.17 16:01:00 -
[3] - Quote
I disagree with the scanning aspect you mentioned. I do think passive scanning should show up for everybody. It's a futuristic game and it just makes sense. If I see an enemy across the map, if my skill is enough for it to pop up for me then it should also pop up for anybody else for however long.
I do agree about the mini-map/radar. I would prefer to keep it futuristic looking. Maybe something along the lines of: https://help.ea.com/servlet/rtaImage?eid=ka5E0000000CoxJ&feoid=00NE0000000Kzix&refid=0EME0000000PFmZ |
DusterBuster
DUST University Ivy League
47
|
Posted - 2013.03.17 16:14:00 -
[4] - Quote
Jetteh22 wrote:I disagree with the scanning aspect you mentioned. I do think passive scanning should show up for everybody. It's a futuristic game and it just makes sense. If I see an enemy across the map, if my skill is enough for it to pop up for me then it should also pop up for anybody else for however long. I do agree about the mini-map/radar. I would prefer to keep it futuristic looking. Maybe something along the lines of: https://help.ea.com/servlet/rtaImage?eid=ka5E0000000CoxJ&feoid=00NE0000000Kzix&refid=0EME0000000PFmZ
Thanks for your feedback. And that picture is exactly what I was talking about (and I may have stole many of my other suggestions from battlefield as well.)
As for the passive scanning: I can see where you are coming from with your point. However, I think gameplay and balance should come before it making sense. If passive scanning were to show up to everyone, what should be the point of the active, just improved range? It makes it hard to sneak up on somebody when everybody knows where you are just because one person saw you, but I suppose that could be remedied with proper skills.
What do you think about the passive scanner only showing up to squad members, and the active scanner showing up to all team members? And do you think players should receive spot-assist points like in BF3? |
Jetteh22
DUST University Ivy League
30
|
Posted - 2013.03.17 17:56:00 -
[5] - Quote
DusterBuster wrote: What do you think about the passive scanner only showing up to squad members, and the active scanner showing up to all team members? And do you think players should receive spot-assist points like in BF3?
I think this would be a fair solution. I haven't played Battlefield 3 (DUST is the first FPS I've played since SOCOM 2 pretty much and even then I hardly ever played it) so I'm not sure exactly what that entails. |
DusterBuster
DUST University Ivy League
52
|
Posted - 2013.03.17 18:36:00 -
[6] - Quote
Jetteh22 wrote:DusterBuster wrote: What do you think about the passive scanner only showing up to squad members, and the active scanner showing up to all team members? And do you think players should receive spot-assist points like in BF3?
I think this would be a fair solution. I haven't played Battlefield 3 (DUST is the first FPS I've played since SOCOM 2 pretty much and even then I hardly ever played it) so I'm not sure exactly what that entails.
If someone scanned down an enemy, then an ally killed that enemy, you would get assist points for it. |
Moejoe Omnipotent
Imperfects Negative-Feedback
319
|
Posted - 2013.03.17 18:37:00 -
[7] - Quote
The current passive scanning is a terrible idea for a teamwork oriented game. Call outs are a huge part of team-based games. When you can simply glance at an enemy player and have his position automatically revealed to the entire team, call outs become unnecessary and the need for teamwork suffers as a result.
It sucks for people who want to play stealthy because there's zero indication that an enemy player is looking at you and revealing your position to the entire enemy team.
It significantly decreases the amount of situational awareness required to play. You already know where everyone is so all you need to do is point and shoot. There is no outsmarting your opponent, out maneuvering them, etc, everyone knows what you're doing. It takes a lot away from gunplay.
It's a bad idea overall. |
DusterBuster
DUST University Ivy League
52
|
Posted - 2013.03.17 18:40:00 -
[8] - Quote
Moejoe Omnipotent wrote:The current passive scanning is a terrible idea for a teamwork oriented game. Call outs are a huge part of team-based games. When you can simply glance at an enemy player and have his position automatically revealed to the entire team, call outs become unnecessary and the need for teamwork suffers as a result.
It sucks for people who want to play stealthy because there's zero indication that an enemy player is looking at you and revealing your position to the entire enemy team.
It significantly decreases the amount of situational awareness required to play. You already know where everyone is so all you need to do is point and shoot. There is no outsmarting your opponent, out maneuvering them, etc, everyone knows what you're doing. It takes a lot away from gunplay.
It's a bad idea overall. Thanks for your feedback. Do you have any suggestions on possible ways this could be improved in a fair and fun way, or do you think it should just be removed entirely? What if someone is a heavy with 0 scanner skills, should he still be invisible on radar? |
Moejoe Omnipotent
Imperfects Negative-Feedback
319
|
Posted - 2013.03.17 19:32:00 -
[9] - Quote
DusterBuster wrote:Moejoe Omnipotent wrote:The current passive scanning is a terrible idea for a teamwork oriented game. Call outs are a huge part of team-based games. When you can simply glance at an enemy player and have his position automatically revealed to the entire team, call outs become unnecessary and the need for teamwork suffers as a result.
It sucks for people who want to play stealthy because there's zero indication that an enemy player is looking at you and revealing your position to the entire enemy team.
It significantly decreases the amount of situational awareness required to play. You already know where everyone is so all you need to do is point and shoot. There is no outsmarting your opponent, out maneuvering them, etc, everyone knows what you're doing. It takes a lot away from gunplay.
It's a bad idea overall. Thanks for your feedback. Do you have any suggestions on possible ways this could be improved in a fair and fun way, or do you think it should just be removed entirely? What if someone is a heavy with 0 scanner skills, should he still be invisible on radar?
First the radar should actually act as a map like in the previous builds and show you the layout of the map and exactly where a red dot is when he shows up. Only players who are within extreme CQC range, as in nearly knife range, should be automatically picked up by the scanner without any special equipment. Your dropsuit should only change this by just several meters. Large assets on the field like CRUs and vehicles should automatically be picked up regardless of range. Small assets like drop uplinks and nanohives should disappear from the radar past medium range. The direction you're facing should have no effect on any of this and your intel should not be automatically shared with other players.
Players should only show up past CQC range when they're shooting weapons or doing something very high profile (like activating the inertia dampener or something). Your dropsuit's profile could determine how long you stay on the radar after performing the action (E.G. scouts would disappear off the radar in a couple seconds and heavies would continue to be tracked for 10 seconds). |
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |