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EXASTRA INVICTAS
Crux Special Tasks Group Gallente Federation
3
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Posted - 2013.05.18 13:10:00 -
[1] - Quote
Okay so disclaimer: i only just started playing (again) about two or three weeks ago, because when I played before during closed beta the game was completely unplayable (graphics issues with IFF tag placement) and I had to put it down. Then I moved to Abu Dhabi and didn't get a nice new TV until April so I managed to start again just in time for Uprising (a little bit before). I am also a long time EVE Player (not sure how many here are and aren't)
I will be complaining about a lot of things in this thread but it doesn't mean I don't enjoy the game, don't see potential in it, etc. So if I smack on something that you enjoy doing or don't experience the same problems with, save the butthurt for someone else. This is just me and my opinion, so moving on:
- First, the new graphics. Overall, the new graphics are really nice. They have completely removed the problems I experienced on my old non-HD TV as far as I can tell and the game looks wonderful.. mostly. Buildings look rather plastic and watery from up close. MCC destruction animations are pretty much laughable, sorry. And ladders look like they're coming straight out of a game from 2000, they're absolutely HORRIBLE looking. Considering they're not just decoration, they're functional* and we need to use them from time to time, it's my personal opinion that they should not be looking that bad. Now don't get me wrong I'm not nearly as worried about these minor graphic issues as I am about more gameplay oriented issues, it's just a starting point.
*"Functional" may be overstating the ladders. The hit detection for the button to climb them is almost as awkward as for reviving teammates. Why can't we just have auto-climbing hit detection, instead of having to tap O for everything? If you play Borderlands 2, you'll know how nice it is to be able to jump at a ladder and automatically grab it/start climbing when the feature is implemented well
- As for my second point, I would really like to talk about aiming. Now, some people are very good at aiming in this game, and I have been on the receiving end of some very skilled shots. That's fine, props to them. But I am horrid at aiming in this game, and I'm not bad at First Person Shooters. I am better at them on the PC of course, but I can also hold my own in Borderlands 2, Halo 4, Gears of War (3rd person but still), etc. I'm not a "total newb lawl" at First Person Shooters by any means, but I can't help but feel the same way I did the first time I picked up a shooter (Halo 2) over 7 years ago. I was never "pro" at shooters, but having played more and more of them I've actually gotten to be decently skilled at them.
One problem I think simply comes from the DualShock 3 Controller? It just doesn't feel right for a FPS for me, does anyone else feel the same way? The other problem comes from the aiming sensitivities. The hip aiming moves a little too quickly for me at 50/50 so I turned it down quite a bit to about 30/20 or 20/20. But I instantly noticed that when I did so, ADS became nigh useless to me. A heavy dropsuit could casually walk in front of me faster than I could turn while aiming down my Assault Rifle. An easy solution (I think) for this would be to allow players to adjust individual sensitivies, IE zoomed out sensitivity, and ADS Sensitivity. I constantly and rapidly go in and out of ADS (in other games) to ensure my shots are well placed on on target. But in DUST, I have to make a complete compromise. I can either make my hip sensitivity at a level that is good for me, that makes ADS useless for me, or I make it so ADS has good sensitivity, but when I rapidly enter and exit it my reticle just swings from one end of the battlefield to the other as I try to make a small adjustment. I'm not sure if I'm relaying my point exactly but, simply, give us better aiming and sensitivity settings?
[*]My third point is on skills. Our wonderful CPM Iron Wolf Saber has made an excellent thread detailing part of my point here. The skill system is just downright AWKWARD, and in some cases stupid (though the UI is absolutely GORGEOUS, useful, and simple, good job on that one CCP). Long story short Iron Wolf's idea is to streamline the skill training and advancing of dropsuits by making the skills more useful to the suit rather than just make it so you "unlock" access to a slightly better version of the same suit. In EVE, I can't think of a single time where you train a skill and not get a single benefit from it. Training skills in Spaceship command always relate to ship bonuses (and this game doesn't have dropsuit bonuses except to "T2" dropsuits? Whaaat?) But the issue extends beyond dropsuits. Let's look at HAVs. Okay, so you have to train LAVs to IV if you want to train HAVs, that's fine. But what does training LAVs to IV get you, besides HAVs? ....Nothing. It gets you closer to using "T2" LAVs, if you want, but if you don't want them... you just wasted a buttload of ISK to get better at nothing only to access HAVs. And then this also applies to HAVs. There is NO point for HAV skills 2-4. You get ABSOLUTELY no benefit for training them. Not easier fitting, not slightly better damage, not better turret tracking speed, not better health, not better resistances, not higher speed... ab-so-lutely nothing. Train it to V and now you can use "T2" Enforcers (and eventually Marauders again). But that STILL does nothing to your T1 version of HAVs! I have to train Gallente Battleships to V in order to use the Marauder, Kronos, in EVE. Now, the skill Marauders does nothing to my T1 Megathron, that is fine. But training Gallente Battleships to V DOES improve my Megathron. So why is it that training HAVs to V does NOTHING for a Madrugar, but training Gallente Enforcer helps the "T2" tank? I have a serious issue here.
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EXASTRA INVICTAS
Crux Special Tasks Group Gallente Federation
3
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Posted - 2013.05.18 13:11:00 -
[2] - Quote
It's a complete and total waste of SP on the long road to Enforcer HAVs for me. The game is supposed to reward specialization, and to a certain extent it does, but it doesn't change the fact that I'm literally wasting SP while I'm on my specialization path. But come on now, I can't be the only one who sees it as ridiculous. Especially when it applies not only to dropsuits, not only to vehicles, but everything. What's the incentive for me training Weaponry Level 2, or Level 4? There isn't one, beyond "well in one more level you unlock ______"
Okay, that's fine. But what about level 2, and level 4? Not every skill experiences this "Unlocks @ 1, 3, 5" issue where skill levels 2 and 4 are meaningless, but the ones that do are just strange and annoying. Dropsuit Command is strange in that after level 3 it becomes pointless (at least for now).
Now if anything I just ranted about has been addressed by CCP or something in a blog or post, I haven't seen it. Feel free to link me to it, I'd be more than happy to read it.
4. Navigating the environment is very, very strange. Many times I will be in a firefight, trying to duck into cover, when I suddenly "catch" onto the nearest object. I can't move forward or backward anymore, I have to move directly away from the object I am stuck on. Jumping also "catches" on the object and offers that strange sensation of super tiny rapid glitch jumps. It's not just when fighting, I've also had my character almost "trip" down a hill rather than just walk down it. There are also instances where while trying to climb a hill that should be perfectly climbable, you will get stuck for no reason.
5. We need WAY more information while driving Vehicles. First off, LAVs need a G Force sensor and Speedometer. Tanks could use a speedometer as well but don't necessarily need it. Dropships, however, are really hurting. They need a full avionics suite. First, altimeter. This is really important on a flying machine and I don't know how it was overlooked. Next, it needs an airspeed indicator. This would help alleviate some pilots' issues of determining whether or not they are indeed moving forward or backward (it is actually a bit hard to tell at some slower speeds). Lastly, give it a roll indicator, and a stall warning system if you like. That would be absolutely fantastic.
6. Fall damage and collision damage. I really don't like it, and think it's way too high. I see no reason for a super advanced, futuristic assault armor to lose half of its shields after jumping off of a relatively small hill. And spawning is awkward too. To start with, spawning (more specifically, inertia dampening). Can we have greater control over our descent while in free fall? A system similar to what Section 8 (a somewhat bad game) used would be really nice. When we jump off of a building, or out of the MCC, give us MORE directional control over where we're going to land as we fall. On the flipside, make it so that inertia dampeners will cause our descent to be locked in as we drop down. Furthermore, change the way the inertia dampeners work. As it stands now, you can either deploy the inertia dampener right after jumping out , or deploy your inertia dampener 2 feet off the ground.. and be perfectly okay. Make it so that the earlier you use the dampener, the less damage you take upon impact (with damage beginning to accumulate only after a certain altitude). This, in my opinion, would make the current mechanics a lot more interactive and fun But let me know what you guys think, okay?
7. The Plasma launcher. Does anyone else feel like they're shooting a cotton ball at tanks and infantry? I'm not here to say "oh my gosh it needs more damage and splash damage and hurrrrrrrr" so please don't imply that. What I want is simple: Make the projectile twice as fast, change the arc of the projectile so it feels more like a shoulder mounted "artillery" cannon. This will make it so the projectile reaches the target much quicker, but requires much more aim compensation at long ranges. Also, give it a digital "grenade launcher" like readout when /ADS/ and blind firing while "from the hip".
-----Unrelated-----
- Can we have reloading while running for non-Heavy weapons? Or maybe light suits only, like a role bonus? Just a question.
- CCP, please don't make the Plasma Heavy weapon a lame flamethrower.
Well that's my .02 ISK, feel free to let me know just how much I should Biomass myself, but I made this more for feedback and discussion than that. |
Delirium Inferno
Edoras Corporation
292
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Posted - 2013.05.18 14:34:00 -
[3] - Quote
They don't like lists, you're supposed to make a separate topic for each point, as per CCP request. |
EXASTRA INVICTAS
Crux Special Tasks Group Gallente Federation
3
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Posted - 2013.05.18 14:56:00 -
[4] - Quote
Delirium Inferno wrote:They don't like lists, you're supposed to make a separate topic for each point, as per CCP request. Yeah, I literally just noticed it after posting the thread:
ExAstra wrote:Edit: Aaaaand I just saw the pinned thread saying not to make one thread with a list of different feedback. My bad, guys.
I will probably go out looking for some topics dealing with some of these issues already, then just copypasta the related sections from this post into them. |
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