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Dany 7A5H
G I A N T
14
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Posted - 2013.03.22 00:33:00 -
[1] - Quote
slypie11 wrote:The interface in DUST needs to be fixed big time. For one, the letters in the menus are too small, and I'm not that old. Two, I think the stats should be displayed in bars, making it easier to see, understand and compare with other weapons.
Eve is spreadsheets online...
Statistics are a number game. There are way too many variables to make "graphs"...I mean, comon seriously?
Do the math!
If this is complicated EVE would fry your brain. If you want practice download EFT just to get used to dealing with this type of thing and maybe get a better grasp of all the intricate little complexities that make this game so special.
The numbers are not small at all?! What size tv? how far away? are you sure you dont need glasses?....
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Dany 7A5H
G I A N T
14
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Posted - 2013.03.22 00:34:00 -
[2] - Quote
slypie11 wrote:There could be workarounds to the bar graph problem, like setting the bar to a number higher than any gun reaches, but at least have an option to compare two weapon's stats.
I want you guys to find and link a REPUTABLE source or comparison between "real life" guns or cars that uses bar graphs over pure statistical data, and find one for a vehicle too..
Last time I was buying a car, it didnt compare BHP and such in a pie chart.
EDIT: I did the work for you
http://www.automobilemag.com/am/2013/mini/cooper/compare.html |
Dany 7A5H
G I A N T
14
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Posted - 2013.03.22 06:12:00 -
[3] - Quote
slypie11 wrote:And you can't use real life guns as a comparison because with real life guns, there is no "DPS", there are no "beam weapons" or "effective ranges". The only numeracle statistics are type of bullet fired and rate of fire.
Find me a reputable, proper competative FPS game that gives bar graphs as opposed to raw statistical data in comparisons. |
Dany 7A5H
G I A N T
14
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Posted - 2013.03.22 06:13:00 -
[4] - Quote
slypie11 wrote:And you can't use real life guns as a comparison because with real life guns, there is no "DPS", there are no "beam weapons" or "effective ranges". The only numeracle statistics are type of bullet fired and rate of fire.
this is exactly the reason bar graphs would not work, there are too many variables.
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Dany 7A5H
G I A N T
17
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Posted - 2013.03.22 15:50:00 -
[5] - Quote
Daedric Lothar wrote:He is right, the interface does need alot of work, it isn't refined at all. It needs ALOT of polishing. Like the search features are messed up and buggy, the invite to squad is messed up and buggy. The fittings screen is wonky and not smooth, and I know for a fact I've sent at least 20 blank emails in game. Thats annoying.
Its all through the interface though. I think the keyword that needs to be applied and remembered at all times is "Smooth" and then after thats done add "Shiny"
Now that I think about it, the whole game seems clunky. It isn't smooth at all. The interface, the combat, the maps, all of it.
Eve Online is very smooth, except for a few minor features like some of the map tools which are clunky but there is ALOT of information there.
This is what the Devs really need to spend time on.
Wayyy to many do this here, change that there and nurf this threads...as well as new content.
Need to smooth out a ton of "vital" functions before even considering "ease of use" functions.
COD is, and will forever in my opinion, not be a comparative shooter. Any Graphs they may or may not have obviously are wrong when a shotgun can kill a sniper at range...
BF3 is a game I played a year ago and I do not remember any comparative bar graphs on gun functions in the PC version. This may have been overlooked by me or could have been added at a later date.
Overall though bar graphs would be great, comparing heat-dmg multiplication ratios with optimals, dmg types vs shields/armor and rof + the fact that stacking dmg mods throws this data all to hell just sounds like a TON of work that can quite honestly be self-taught on the battlefield within a few hours.
...or can be figured out with a litttle math? You know, that skill you learnt in school you thought youd never use..
Time can be better spent fixing comms, and smoothing out the fittings screen...or actually fixing those damn dmg mod stacking penalties! |
Dany 7A5H
G I A N T
17
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Posted - 2013.03.22 16:27:00 -
[6] - Quote
slypie11 wrote:I can't see why people are saying it is too hard. You have one bar for damage, one for range, one for RoF, and then say if it is effective against armor or shields. When adding mods, bars rise or fall depending in its effects. Simple as that
There are 4 dmg mods that come into play that do a varying % of dmg vs shields/armor
Range is broken down with falloff and optimal, needing two graphs for that alone
There are about 4 skills that change just about all of these stats.
Damage mods are broken and as such the stats would currently be wrong.
ROF doesnt mean much when you take into consideration the different fire types? -burst (highest rof but i mean, almost no-one goes crazy full auto burst) -single shot -continuous (LR)
ROF graph would not tell you much without knowing the kickback mechanics, because i mean, go full auto with a militia AR, you wont hit shite.
There are a few things im forgetting here...need more coffee, Eve pilot fill in.
AHA *We are getting weapon enhancements soon (you know, silencers, scopes, ammo, etc...) more factors!
I'm not saying it wont be useful, i'm saying it takes MORE time than you think it does to implement properly, and that is one thing I personally think the Devs dont have enough of with all the fixs and content needs.
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