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IrishWebster
Algintal Core Gallente Federation
0
|
Posted - 2013.05.24 05:30:00 -
[1] - Quote
Just a few simple things I think would help the game a bit;
1-RANGE: Please add this characteristic to the stats page of all weapons, so we're not just guessing at how far we can shoot.
2-SCOPE: I'd like to see a return to the clear scopes, for one. The muddy green isn't "tactical," or even helpful in any way. It makes people harder to see, and well, frankly... people are already pretty bloody difficult to see.
3-RETICULE: The targeting reticule on scoped weapons just... sucks. It does. A dot? Come now. The dot is, for one, TINY. Having marksmanship be a challenging endeavor is a wonderful thing, but the current reticule feels like a punishment for any and all attempts at achieving any sort of accuracy, ESPECIALLY with sniper rifles. Perhaps a small circle, or, like on most modern tactical optics used by the greater percentage of the world's militaries, a chevron. The dot is simply TOO precise- shot placement becomes ridiculously difficult, and downright impossible with fast moving targets. A bit of a margin for error with a larger reticule would even lend some realism, what with precession, windage, and bullet drop etc. Add to this tiny reticule the fact that it is light blue, the reticule becomes very difficult to distinguish from many backdrops, further complicating the idea of sighting in on a target.
4-RACIAL BONUS: It'd be nice if they had something to do with their actual race. For instance, what will 5% shield regen per level REALLY benefit a Gallente Assault Dropsuit? About as much as a glass of ice water to ****** in Hell, I presume.
5-DAMAGE TYPE: Also on a weapon's stats page, I think it would be helpful to list the type of ammunition utilized by said weapon. My main account being an active member of Dust Uni, I've been making an effort lately to squad up with the new dust bunnies to teach then the ropes, and as they grow and learn they start to wonder about damage bonuses to certain types of weapons, for instance, hybrid weapons. I don't think that there's anywhere in a weapon's description directly stating which of the four types of damage that weapon actually inflicts (even though some weapons are ridiculously obvious, people still ask... and some weapons aren't nearly as common sensical).
6-ALT SWITCHING: As fanboy as it might make me sound, I'd like to spend as much time actually playing Dust as I can. Logging out of the game completely to switch to my alt is not fun, and it takes a lot of time... time I'd much rather spend grinding away at that SP machine.
7-RESPEC: I can't wait to hear the responses to THIS one, but I honestly believe that there should be an option for the occasional respec. What's wrong with the system we use in EVE? I think that the EXACT same system could be implemented in Dust, and that it would benefit your player base in EVERY way. Two initial respecs to try the different play styles and skill trees out, and from then on a HARD limit of ONE respec PER YEAR. Maybe if you don't use that respec within a 12 month period, you could save it and accrue a few respecs over the years, or perhaps we could sell them on the player market we'll eventually have acces to, for boatloads of ISK, similar to a PLEX in EVE? Just a thought.
Well these are just a few ideas that have been floating around in my braincase for a few weeks, months and so on. I'm sure I'll come up with more, and I will edit accordingly.
As for balance... everything is pretty awesome, I think. People who whine about balance don't know enough about the game's inner mechanics, for instance damage resistance of shields vs. armor, to have a right to an opinion. Tune them out until they learn to observe and pay attention. Suits are nicely balanced as well- give the baby bunnies some time to realize that it's not about the suit, it's about the fit... they'll come around.
Anyway, you guys have made a frickin AMAZING game, and I have faith that you'll continue to deliver an experience to your players that is both unique and unrivaled. Keep it up, CCP.
-Irish |
RINON114
B.S.A.A. General Tso's Alliance
168
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Posted - 2013.05.24 05:37:00 -
[2] - Quote
The problem with posts like this is that people see it, agree and then leave. Most people stick around the forums for discussion/arguments and those threads get more attention.
Just so I'm clear: I support every point.
Although I think the SP system needs an entire overhaul and so a respec option is pretty much a null point for me. I personally think our SP system should be exactly the same as EVE's but we inject SP into skills using our active SP. |
IrishWebster
Algintal Core Gallente Federation
0
|
Posted - 2013.05.24 05:47:00 -
[3] - Quote
Well hopefully enough people agree that the devs take a look. All of these ideas have been pretty well thought out, discussed with vets and baby bunnies alike. I'd really like to see some of this implemented. You could say that I'm heavily invested into this game, since I've laid down all of my other FPS games for Dust. They just don't compare. |
Yisuki
Opus Arcana Orion Empire
7
|
Posted - 2013.05.24 12:56:00 -
[4] - Quote
IrishWebster wrote:
3-RETICULE: The targeting reticule on scoped weapons just... sucks. It does. A dot? Come now. The dot is, for one, TINY. Having marksmanship be a challenging endeavor is a wonderful thing, but the current reticule feels like a punishment for any and all attempts at achieving any sort of accuracy, ESPECIALLY with sniper rifles. Perhaps a small circle, or, like on most modern tactical optics used by the greater percentage of the world's militaries, a chevron. The dot is simply TOO precise- shot placement becomes ridiculously difficult, and downright impossible with fast moving targets. A bit of a margin for error with a larger reticule would even lend some realism, what with precession, windage, and bullet drop etc. Add to this tiny reticule the fact that it is light blue, the reticule becomes very difficult to distinguish from many backdrops, further complicating the idea of sighting in on a target.
So true! Sometimes I get sniped, so I get my counter sniper fitting, only to not being able to kill the other sniper cause I can't see him cause I can't really see the dot from the scope cause there's too much light on the background. Sometimes you can't even see the other guy if there's too much light behind him, maybe some other type of scope will help.
IrishWebster wrote: 6-ALT SWITCHING: As fanboy as it might make me sound, I'd like to spend as much time actually playing Dust as I can. Logging out of the game completely to switch to my alt is not fun, and it takes a lot of time... time I'd much rather spend grinding away at that SP machine.
Agree! When I first started playing I spent a lot of time trying to find the option to go back to the character selection screen to no avail. Right now I only use one character but it is a necessary and basic function. And a tip for you, if you wanna change characters faster, don't quit the game, just log off from playstation network and log back in. That will take you back to the synchronizing screen. |
RINON114
B.S.A.A. General Tso's Alliance
170
|
Posted - 2013.05.24 15:52:00 -
[5] - Quote
IrishWebster wrote:Well hopefully enough people agree that the devs take a look. All of these ideas have been pretty well thought out, discussed with vets and baby bunnies alike. I'd really like to see some of this implemented. You could say that I'm heavily invested into this game, since I've laid down all of my other FPS games for Dust. They just don't compare. I understand completely, I too have let games like Halo 4, Battlefield 3 and the latest CoD's, as well as Bioshock Infinite go by the wayside because I believe and enjoy Dust so much. Even when every single match I played back in Chromosone was lag infested, I still played. I look forward to changes like these and also the future of this game. |
EXASTRA INVICTAS
Crux Special Tasks Group Gallente Federation
25
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Posted - 2013.05.24 16:11:00 -
[6] - Quote
IrishWebster wrote:7-RESPEC: I can't wait to hear the responses to THIS one, but I honestly believe that there should be an option for the occasional respec. What's wrong with the system we use in EVE? I think that the EXACT same system could be implemented in Dust, and that it would benefit your player base in EVERY way. Two initial respecs to try the different play styles and skill trees out, and from then on a HARD limit of ONE respec PER YEAR. Maybe if you don't use that respec within a 12 month period, you could save it and accrue a few respecs over the years, or perhaps we could sell them on the player market we'll eventually have acces to, for boatloads of ISK, similar to a PLEX in EVE? Just a thought. The big difference is that we DON'T get this system in EVE. The neural remap does not let us suddenly allocate skillpoints. We can't go from being a pilot with 100% Science and Industry and then suddenly become the next great Dreadnought pilot once per year. It just lets us "refresh" our mental abilities to be more in line with what we are currently training.
That said, a similar system coming to DUST doesn't make sense (attributes at least). To be honest I wouldn't mind the ability to respec once per year, but I'd want it to cost Aurum (and not a small amount). But CCP will most likely not go for this, keep in mind that 3 years down the road, when you have over 20 million SP, you'd be able to suddenly become really good at entirely different things. It's not rewarding the guy who specialized for 1 whole year into his role, it's rewarding YOU for having an older character. This is a major no-no.
IrishWebster wrote:3-RETICULE: The targeting reticule on scoped weapons just... sucks. It does. A dot? Come now. The dot is, for one, TINY. Having marksmanship be a challenging endeavor is a wonderful thing, but the current reticule feels like a punishment for any and all attempts at achieving any sort of accuracy, ESPECIALLY with sniper rifles. Perhaps a small circle, or, like on most modern tactical optics used by the greater percentage of the world's militaries, a chevron. The dot is simply TOO precise- shot placement becomes ridiculously difficult, and downright impossible with fast moving targets. A bit of a margin for error with a larger reticule would even lend some realism, what with precession, windage, and bullet drop etc. Add to this tiny reticule the fact that it is light blue, the reticule becomes very difficult to distinguish from many backdrops, further complicating the idea of sighting in on a target. I agree with this somewhat, though I actually kind of like the dot. My problem is more with the fact that when you're trying to snipe from 250+ meters, everyone's health tag gets in the way of sniping. I can pick off a guy here and there in the middle of a firefight, making it easier for my team on the ground to get the upper hand and steamroll the opposition, but sometimes, when the fight is too close quarters and everyone is doing the truffle shuffle, I can't target anyone because there are too many blue and red health bars covering the actual character models. |
RoundEy3
Condotta Rouvenor Gallente Federation
14
|
Posted - 2013.05.24 16:19:00 -
[7] - Quote
Good post Irish.
I really like points 1-3. I feel the aiming systems and reticules on everything from sniper, scrambler, and laser rifles need much more refinement. I wish they would take the advice so many have posted and use range finding/ realistic crosshairs sights and scopes. Dots just don't cut it. I'd like to be able to do like you could in many old school shooters and customize the crosshairs and reticules for each individual weapon.
Range- I have no idea why there is no base range or modified range stat in the attributes tab.
Damage type- I would imagine this will be implemented but would like to hear some dev. feed back on the technicalities they will hopefully use.
Again, good post. The UI and aiming integration has always been a major thing in shooters for me. |
IrishWebster
Algintal Core Gallente Federation
2
|
Posted - 2013.05.24 21:08:00 -
[8] - Quote
EXASTRA INVICTAS wrote:The big difference is that we DON'T get this system in EVE. The neural remap does not let us suddenly allocate skillpoints. We can't go from being a pilot with 100% Science and Industry and then suddenly become the next great Dreadnought pilot once per year. It just lets us "refresh" our mental abilities to be more in line with what we are currently training.
That said, a similar system coming to DUST doesn't make sense (attributes at least). To be honest I wouldn't mind the ability to respec once per year, but I'd want it to cost Aurum (and not a small amount). But CCP will most likely not go for this, keep in mind that 3 years down the road, when you have over 20 million SP, you'd be able to suddenly become really good at entirely different things. It's not rewarding the guy who specialized for 1 whole year into his role, it's rewarding YOU for having an older character. This is a major no-no.
You sir, are a scholar AND a gentleman. This is so far the only response to the idea of any kind of skill respec that has been both logically considered and polite.
TL:DR?
SP and toons are revolving doors: One SP giant remaps into another specialty, another SP giant will inevitably fill the vacated role. The only thing that changes will be the name over a dropship or infantryman's head.
On that note, my rebuttal. I wholeheartedly agree with your point that if we were to get a respec option, it should cost Aurum. That would be a HUGELY demanded item, and it would likely bring in a ton of cash for CCP to continue the development of the game- an idea that I am greatly in favor of. I forgot to add this point to my original post- good idea, mate.
I still believe that it would be beneficial to give two initial SP remaps for free, so that baby bunnies can have a little breathing room to make mistakes. I know that without the few respecs that we've been allowed, I'd have some skills that are useless to me (wasted SP, essentially) either because of early attempts to experiment with other roles/skills, or CCP entirely changing what some skills do, and even changing requirements for higher-tier skills (among other things).
An annual respec though could conceivably cause some serious problems... or could it? I agree with your idea that someone having 20 million SP remapping their skills entirely could be a huge problem when looked at from the perspective of a 500k SP baby bunny. A year-old veteran shouldn't have too much too fear, though, especially considering that the annual respec is essentially a revolving door. As one very experienced veteran player with a veritable boatload of available SP after an annual remap re-specializes into another niche... so too would another one of those SP giants. Say a 20 mil SP BAMF of a dropship pilot decides to respec and suddenly becomes a super soldier with maxed out assault-related skills. Pictures of a Caldari Proto Assault suit absorbing countless TAR rounds to his shields with impunity, dropping tango after tango on the enemy team whilst charging the objective with abandon must be flitting through your head right now. I would, however, argue that for every SP giant who remaps to become a super soldier, there will likely be a guy who's tired of stomping peepees on the ground and wants to try out a tank, or refill the dropship role that Rambo just vacated, and all that would really change is the name hovering over a dropship or infantryman. Regardless of remaps or players completely changing their niche, SOMEONE would always fulfill the roles available. No matter how many respecs we get, there will always be a certain amount of SP on the field.
To maintain the idea of risk and reward, though, after your two initial "baby bunny" remaps, I like the idea of an annual Aurum SP remap. It's a long enough period of time that people still need to invest a significant amount of time and effort into filling a certain niche, thus accepting the inherent risks of making inevitable mistakes, and enduring changes by CCP to skill effects, purposes and unlock requirements for skills higher up in any given skill tree.
EXASTRA INVICTAS wrote:...I actually kind of like the dot. My problem is more with the fact that when you're trying to snipe from 250+ meters, everyone's health tag gets in the way of sniping. I can pick off a guy here and there in the middle of a firefight, making it easier for my team on the ground to get the upper hand and steamroll the opposition, but sometimes, when the fight is too close quarters and everyone is doing the truffle shuffle, I can't target anyone because there are too many blue and red health bars covering the actual character models.
I have a huge problem with this as well. I sit up in my eagle's nest, overwatching an objective only to be rendered useless by the cloud of purple names and health bars I see when an entire squad of cherries slams into my squad of blueberries. Sniping into a mixed crowd is entirely luck, but also entirely inneffective. Anyone have an idea on how to fix this?
I still think that the dot isn't helping things. Having a reticule (as much as I hate to say it) more like the .50 cal from Halo would go a long way into increasing sniper efficiency and accuracy. Right now, the dot just makes sniping insanely frustrating. I can't recount how many times I've seemed to be dead on target, only to see my round kick up dust between someone's legs or in the gap between their arm and body. UGH. :facepalm:
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IrishWebster
Algintal Core Gallente Federation
2
|
Posted - 2013.05.25 04:07:00 -
[9] - Quote
8-MAIL PLEASE give us a way to delete all mail at once. Going through 50+ mails a day and deleting them all makes for a long time in the menus instead of in the game where it belongs.
Also, if anyone has something good to add to this list, post and I'll add it. |
IrishWebster
Algintal Core Gallente Federation
16
|
Posted - 2013.06.18 00:57:00 -
[10] - Quote
Bump |
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Krom Ganesh
Holdfast Syndicate Amarr Empire
26
|
Posted - 2013.06.18 01:27:00 -
[11] - Quote
+1 overall.
1 - yes
2 - The yellow sight for the SCR makes it a pain to track targets in the desert areas
3 - I too kinda like the dot. I would prefer something like this though. Perhaps let us choose from multiple reticules?
4 - Forgive me if I'm wrong, but aren't gallente the people who specialize in shields? Then wouldn't the shield regen make sense? Like how one of the amarr suits gets a heat buildup reduction.
5 - Yes. It would also be nice to have an explanation of damage modifiers even if it's just something like "A does slightly more damage to Shields but less to Armor"
6 - Yes
7 - I'm unsure about this. I think I prefer the skillback booster someone came up with (w/o the lvl 5 restriction) |
Klash 816
Sand Mercenary Corps Inc. Interstellar Conquest Enterprises
14
|
Posted - 2013.06.18 01:49:00 -
[12] - Quote
Yes |
Rusty Shallows
Black Jackals
109
|
Posted - 2013.06.18 02:20:00 -
[13] - Quote
An organized and well put together thread you have here IrishWebster. I'm in agreement on all of it.
That being said the top sticky for this forum section specifically requests that people don't make lists. It hampers organization and attention from CCP. Not that people adhere, even a certain someone on the CPM did it.
*cough* Iron Wolf Saber *cough* |
Brutus Va'Khan
Tronhadar Free Guard Minmatar Republic
29
|
Posted - 2013.06.18 02:43:00 -
[14] - Quote
Rusty Shallows wrote:An organized and well put together thread you have here IrishWebster. I'm in agreement on all of it.
That being said the top sticky for this forum section specifically requests that people don't make lists. It hampers organization and attention from CCP. Not that people adhere, even a certain someone on the CPM did it.
*cough* Iron Wolf Saber *cough* Ooooooohh, you gonna take that Wolf? |
Meeko Fent
Mercenary incorperated
75
|
Posted - 2013.06.18 04:07:00 -
[15] - Quote
RINON114 wrote:The problem with posts like this is that people see it, agree and then leave. Most people stick around the forums for discussion/arguments and those threads get more attention.
Just so I'm clear: I support every point.
Although I think the SP system needs an entire overhaul and so a respec option is pretty much a null point for me. I personally think our SP system should be exactly the same as EVE's but we inject SP into skills using our active SP. I've Played EVE on a Trial account, and I kinda Liked EVEs Skill System. It Lets Me Queue up Skills so can plan my character. |
IrishWebster
Algintal Core Gallente Federation
17
|
Posted - 2013.06.18 04:51:00 -
[16] - Quote
Krom Ganesh wrote:+1 overall. 1 - yes 2 - The yellow sight for the SCR makes it a pain to track targets in the desert areas 3 - I too kinda like the dot. I would prefer something like this though. Perhaps let us choose from multiple reticules? 4 - Forgive me if I'm wrong, but aren't gallente the people who specialize in shields? Then wouldn't the shield regen make sense? Like how one of the amarr suits gets a heat buildup reduction. 5 - Yes. It would also be nice to have an explanation of damage modifiers even if it's just something like "A does slightly more damage to Shields but less to Armor" 6 - Yes 7 - I'm unsure about this. I think I prefer the skillback booster someone came up with (w/o the lvl 5 restriction)
I like that sight a lot. But no, Gallente are armor tank- Caldari are shields. |
IrishWebster
Algintal Core Gallente Federation
17
|
Posted - 2013.06.18 04:52:00 -
[17] - Quote
Rusty Shallows wrote:An organized and well put together thread you have here IrishWebster. I'm in agreement on all of it.
That being said the top sticky for this forum section specifically requests that people don't make lists. It hampers organization and attention from CCP. Not that people adhere, even a certain someone on the CPM did it.
*cough* Iron Wolf Saber *cough*
Lol Point well made, sir, but if CCP would please communicate better... or AT ALL (and this from a fanboy like me), I'd feel more compelled to keep my lists to my self. Lol |
IrishWebster
Algintal Core Gallente Federation
18
|
Posted - 2013.06.18 16:53:00 -
[18] - Quote
Bump |
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