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Crash Monster
Snipers Anonymous
366
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Posted - 2013.05.24 14:11:00 -
[1] - Quote
Excellent thread idea. if we can keep it civil and discuss the ideas then whether we all agree or not it will provide a lot of food for CCP to digest.
It would be nice if:
- CCP had a team working on fixing the basic mechanics - CCP had other sub-teams working on other issues.
I'd imagine this to be the case. If so, then we can stop arguing back and forth about what we want more, and simply focus on which issues each area needs to improve in.
My vote -- fix the issues that get in the way of fun. Rubber-banding, velcro-terrain, and my favorite the venus flytrap ravine from which there is no escape have to go. Also, perhaps limited to the role I play and hence a less important issue, find a way to stop quick-scoping with a sniper rifle that doesn't impose a wandering aim that makes you fight it every time you wish to use the damned gun. How about have a "warmup" period during which the dispersion is higher -- you could have faded dispersion circle on the screen and wait for it to "close" to an acceptable size to make it worth taking the shot.
This would let you maintain your sighting, not have to fight the gun each activation, and allow you to protect all the whiners from a sniper quick scoping them into oblivion every time. Hey, maybe there are better ways to do this, but if we use the "technology available in the future" we should be able to give a fun experience instead of a pain in the arse experience when trying to solve basic issues.
Edit: As the graphics for a circle at the aim point are pretty damned simple it might even be a feature that goes in the options that a player can turn on and off.
Edit: I'd also like the scope effect on the swarm launcher back. It's nice to be able to get the enhanced detail (everything but the lock effect) without having to lock on the supply depot on the far end of the map by mistake. Seriously, we're in high tech land here -- the stupid weapons ought to be aiding us, not fighting us. Again, they don't have to fight us in order to ensure balance. CCP, you simply have to find a better way to do these things so that the game will provide a better experience.
Edit: Of course, all that said, I'm playing the game like it's going out of style, it's just that I actually notice that I am not enjoying myself at times... whereas before some of the "recent" changes that never happened. |
Crash Monster
Snipers Anonymous
367
|
Posted - 2013.05.24 15:20:00 -
[2] - Quote
What's up? People don't know how to take advantage of a constructive opportunity when they see it? |
Crash Monster
Snipers Anonymous
372
|
Posted - 2013.05.24 21:19:00 -
[3] - Quote
Minor gripe, but an excuse to keep the thread alive...
What's up with jumping out of the MCC only to land at the bottom of an installation full of toxic waste? Instant death. How about not putting a death trap right under the MCC (we don't all recognize every building on the map before jumping). |
Crash Monster
Snipers Anonymous
382
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Posted - 2013.05.25 20:45:00 -
[4] - Quote
Just wanted to point out that the basic FPS game play itself is distinct from how much of EVE CCP decides to incorporate into the game... also, there can certainly be different development teams working on different components -- meaning we can have development in multiple areas without the parts we want being neglected.
I see people starting to get a bit antsy and worry about "their" stuff getting in or "us vs them" with respect to DUST vs EVE. |
Crash Monster
Snipers Anonymous
390
|
Posted - 2013.05.26 12:56:00 -
[5] - Quote
The AUR isn't a problem.
It allows you to test items before investing skills, if you want, and it can speed up your ability to max out your chosen skill path. Of course, you can certainly not take advantage of this. Does this confer some advantage? Of course. Boo hoo.
However, it doesn't do a damned thing with respect to making you a good player. |
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