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DusterBuster
DUST University Ivy League
112
|
Posted - 2013.06.14 00:27:00 -
[1] - Quote
*By clicking the link above, it will bring you to a presentation I have shared on my Google Drive account.
Hiya Everybody!
This is the first piece (out of many) of my DUST 514 Revamp Project. This project goes over a large array of different aspects of the game that I, and many others, wish were improved. These are not so-called "Jesus Features", nor are they pointless ponies. They are things that truly need to be improved for this game to be successful. I am not part of the Dust is Dying crowd, but do feel that for it truly to succeed, these things need to be done. I also am a huge fanboy of CCP, and know they are more than capable of making one of the best FPSs this universe has ever seen.
Here, I will answer some common questions: Q: Why did you do this on Google Drive? A: I have A LOT of ideas I need to keep organized. Doing it on Google Drive allows me to organize them in an easy to read manner, fit them all on the same page, and easily edit it when I need to. Doing it on the forums would be . . . torture.
Q: Didn't you do something similar to this before? A: I have had two other 'projects' in the past. First I had my suggestion series. That was a series of posts I made here that included several ideas of mine. Then I made my Proposal Presentation. That was a huge slideshow that contained over 60 slides and was packed full of information. This Revamp Project is sort of a hybrid of the two. It goes much more in depth than my suggestion series, but is still condensed enough not to take years to read.
Q: Haven't I already seen some of these points on the forum? A: Yes. Many of the ideas I present here are not my original work. However, I refined what other people have said, and combined it to work well with other ideas.
Here is some navigation to make reading the entire project easier. The one you are currently viewing is underlined. Besides that, any written in white have not yet been posted. 1. What Does That Say!? (User Interface) 2. Does This Make Me Look Fat!? (Dropsuits) 3. BOOM! HEADSHOT! (Weapons) 4. CHAAARGGE! (Movement) 5. Vroom Vroom! (Vehicles) 6. Mental Static (Ewar) -Plus More (Whenever I get around to thinking them up.)
I put a lot of work into this, and would really appreciate any feedback that can be offered. I know I have made grammatical mistakes throughout, and don't mind you pointing it out. Even if you have nothing to say, at least be nice enough to bump this thread so others can view it.
Thank You! |
DusterBuster
DUST University Ivy League
112
|
Posted - 2013.06.14 00:27:00 -
[2] - Quote
Reserved |
DusterBuster
DUST University Ivy League
115
|
Posted - 2013.06.14 12:02:00 -
[3] - Quote
Godin Thekiller wrote:God man, how long did it take you to make that? +1 For Making Painstakingly good feedback. Peace, Godin
Thanks for the feedback!
I can't really give you an exact timeframe, because I never really sat down and made it. I just thought it up and took notes over the course of many months. As for the presentation itself, I typed that up in a week.
mollerz wrote:They should ask you for your resume. Ha, I wish. Unfortunately I am still in school, but maybe one day. |
DusterBuster
DUST University Ivy League
115
|
Posted - 2013.06.14 21:35:00 -
[4] - Quote
Quick bumpy, fixed some typos in the presentation.
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DusterBuster
DUST University Ivy League
116
|
Posted - 2013.06.16 00:44:00 -
[5] - Quote
I usually don't like doing this, but I am gonna go ahead and bump my own thread anyway.
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DusterBuster
DUST University Ivy League
117
|
Posted - 2013.06.17 16:36:00 -
[6] - Quote
Bumpity Bump Bump, Bump Bump.
Sticking with the theme of actually trying to include content, instead of just having worthless bumps, I will give anybody who is actually interested a little update.
I have gone over the presentation again. While there are still a lot of typos and grammatical mistakes that need to be fixed, I instead took the time to expand on some of the content. Specifically, I created a separate slide for my 'target-info' topic, and added some more information.
On top of that, I am still looking for any and all feedback!
Thank You. |
DusterBuster
DUST University Ivy League
149
|
Posted - 2013.06.19 18:18:00 -
[7] - Quote
Still looking for some responses, let me know what you guys think!
In other news, the drop suit edition of this project should be posted in about a week. |
DusterBuster
DUST University Ivy League
150
|
Posted - 2013.06.19 20:33:00 -
[8] - Quote
Azri Sarum wrote:Thanks for taking the time to make those. Especially the visuals. Nothing aids a discussion better than something that gets all parties on the same page.
Some of the strongest suggestions (imo)
- Unifying grenades and equipment - Treating grenades special is fine, but its not that important for all classes. Logi in particular would jump for joy for being able to have some other piece of equipment keyed up for instant use. I think it also opens up the door for some more unique fits. Have an assault with two equipment slots. They can do grenade / hive like they do now, or they could do double grenades, or forgo grenades and do hive uplink. That sounds like a win for everyone.
- Equipment management bar (i too have an unhealthy dislike for the radial menu of doom). Having your equipment on screen at all times would be priceless (do i have any hives left or can i just not select them with this radial menu...) and being able to select any of it for instant use would be perfect.
- Hud health bar relocation / squad info - it moves health to a better location (keeping it in your field of view) while at the same time creating the room for a squad status panel (love the squad wp counter - guesswork = bad)
- Optimize neocom/map for speedy load - how slow these are to load is just silly. I should be able to open the map in a split second, see where the baddies are, and close it, all without standing around for 20 seconds waiting to get sniped.
Plenty more excellent suggestions but those were my favorites.
I did want to bring up your placement of the target stats (shield, suit, etc). The problem with the current one is that its location is out of the way (bottom middle/left) and so you don't see the stats while your trying to get your crosshairs on a target. Have you considered moving the stats somewhere closer to the crosshairs? Perhaps an info block to the left of the crosshairs.
Take it a step further than just stats though. If i was designing a battle support hud i would have it show the stats and then call out dangers / weaknesses. For example, i target someone and their stats show up. Their shields get highlighted and it calls my attention to their 600 shields, their armor is highlighted in a different color and i see how little they have. Noticing that i adjust my tactics and pull out a flux.
Different scenario the stats come up and it highlights their weapon as a shotgun and their speed as wicked fast. Good to know, time to backpeddle.
Theres lots of things it could show. Dangerous targets (3+ kill streek) should get a nice warning indicator mid screen above the crosshairs.
I guess right now I just feel information starved. The info is there, its just not where we need it, or sometimes even shown at all.
Wow, thanks for the great feedback, +1 to you.
The reason I kept the target info over to the right is to ensure that the middle of the screen doesn't get overly cluttered. Many people (especially snipers) currently have issues with just the names, chevrons, and health bars. Adding more to that area would add to the issue. While I agree more information is definitely helpful, it should not interfere with the core mechanics, which are running and shooting. This way, someone who really needs the info can still find it (i.e. a sniper), but it will not get in the way when you don't (like when I come up behind someone with a shotgun, I don't care about any of that, they are going down anyway).
I would like to hear if you agree with this reasoning or have any additional thoughts. Thanks again for the response. |
DusterBuster
DUST University Ivy League
151
|
Posted - 2013.06.20 01:46:00 -
[9] - Quote
Azri Sarum wrote:I see what your saying for the snipers, when you're looking for a head you don't want anything right over the target. Its something that will require some testing for sure.
The positioning i was thinking would be outside your health ring, outside the effects tabs. That should be far enough away to keep it from covering anything vital and yet keep it closer to your field of view.
Thinking about it some more, your role almost dictates your prefered location. If you go close range with a shotgun, you are aiming for faster run and gun gameplay. Get in, blast someone down and get out. You would probably only want minimal stats and closer to center would be fine, you don't have precise aiming. An AR role is mid range, more tactical, more precise. That role would probably want stats where I suggested, mid left or right, perhaps more detailed than close range. A sniper though values field of view, and has the luxury of time. For them moving the stats out towards the edge would make sense. The scout role would probably want all the info they could get at this point.
Dynamic huds are probably a bit much to ask of CCP at this time. Perhaps a compromise would be to bring it down to mid screen (so you only have to snap your eyes right) and then play around with brining it in a touch. See if bringing it in becomes distracting or if it becomes useful.
I suppose moving them slightly to the right of the crosshair would provide easier access while still not interfering with gameplay. Not only do you have to worry about pulling off a headshot though, but also situational awareness. As long as the display of the info is not overbearing, it could really be placed anywhere.
Thanks for the feedback. |
DusterBuster
DUST University Ivy League
151
|
Posted - 2013.06.20 23:52:00 -
[10] - Quote
Maken Tosch wrote:DusterBuster wrote:Godin Thekiller wrote:God man, how long did it take you to make that? +1 For Making Painstakingly good feedback. Peace, Godin Thanks for the feedback! I can't really give you an exact timeframe, because I never really sat down and made it. I just thought it up and took notes over the course of many months. As for the presentation itself, I typed that up in a week. mollerz wrote:They should ask you for your resume. Ha, I wish. Unfortunately I am still in school, but maybe one day. They hire any player who knows more about the game than they do. They have done it before with Eve Online and often still do. They will probably do the same for Dust.
Yeah, but criticizing somebody else's work is the easy part. Actually coding and implementing it is something else all together, and something that I am not capable of. Unless the game is made in HTML, which I highly doubt .
Thanks for your response. |
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DusterBuster
DUST University Ivy League
153
|
Posted - 2013.07.07 20:29:00 -
[11] - Quote
I know this thread is getting a little old, but I am going to bump it again.
I have been busy the past couple of weeks, which is why I have not posted any other sections of this project.
Today I was going to finalize and post my Weapons and Dropsuits sections, but instead decided to write up An Open Letter to CCP, which you can feel free to check out if you wish.
I know bumping ones own thread is exactly a gentlemanly thing to do, but did not want to let it die right yet, as I am still in the process of pushing out updates. Thanks for all of you that have responded already, and I hope that more people will read and respond, as feedback is always welcome. |
DusterBuster
DUST University Ivy League
156
|
Posted - 2013.07.07 23:20:00 -
[12] - Quote
Pje251296 wrote:Very good points raised. +1 Could the chat menu still be on screen so you won't have to press a button to view it when in battle to improve on your mock up hud as shown on slide 15 like in the merc quarters mock up in slide 4?
You know, for some reason I just did not think of this. Typing while in the middle of battle would be a bad idea, but being able to be kept up to date on the going-ons of the people who are not currently in your battle would be very useful (especially with greater levels of EVE integration).
I took a look at the mockups you pointed out, and see no reason why the chat cannot be placed on the in-battle hud as well. It is possible that it could get in the way, but only in rare situations.
Thanks for your feedback. I will make a note to myself and see what I can come up with for chat placement. |
DusterBuster
DUST University Ivy League
156
|
Posted - 2013.07.07 23:22:00 -
[13] - Quote
Clips A'hoy wrote:+1 to your post.
One thing I believe also needs an improvement besides the HUD and Merc Quarters HUD, is the sniper scope. I find it hard not just to land precise shots with that scope.
Thanks a lot for bringing these up.
I actually have issues with the sniper scope (and most other optics also) but was planning on covering it in my weapon specific section. Keep your eyes peeled, I may actually end up posting it one of these days. It is quite a process to make the presentations, and I need to be in 'the mood' to work on it.
Thanks for your feedback, glad you enjoyed the presentation.
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DusterBuster
DUST University Ivy League
156
|
Posted - 2013.07.07 23:51:00 -
[14] - Quote
Clips A'hoy wrote:DusterBuster wrote:Clips A'hoy wrote:+1 to your post.
One thing I believe also needs an improvement besides the HUD and Merc Quarters HUD, is the sniper scope. I find it hard not just to land precise shots with that scope.
Thanks a lot for bringing these up. I actually have issues with the sniper scope (and most other optics also) but was planning on covering it in my weapon specific section. Keep your eyes peeled, I may actually end up posting it one of these days. It is quite a process to make the presentations, and I need to be in 'the mood' to work on it. Thanks for your feedback, glad you enjoyed the presentation. One thing I think you forgot, or didn't notice to add was the objectives in Skirmish modes, as you see in-game ontop of the radar "A, B, C, D, & E". I couldn't find it in the 'Infantry HUD' : http://i.imgur.com/pmAanXX.jpg
Yeah, you are right. I wasn't going to add the MCC health bars either, but figured I should just for completeness, but I overlooked the objective letters.
Besides decreasing the size of the radar though, I don't really have a problem with the objective / clone count / mcc health indicators in their current state, and you can just pretend that I had enough time to make mine look like that in the mock up.
Once again, thanks for the response. |
DusterBuster
DUST University Ivy League
165
|
Posted - 2013.07.08 17:46:00 -
[15] - Quote
Pje251296 wrote:DusterBuster wrote:Pje251296 wrote:Very good points raised. +1 Could the chat menu still be on screen so you won't have to press a button to view it when in battle to improve on your mock up hud as shown on slide 15 like in the merc quarters mock up in slide 4? You know, for some reason I just did not think of this. Typing while in the middle of battle would be a bad idea, but being able to be kept up to date on the going-ons of the people who are not currently in your battle would be very useful (especially with greater levels of EVE integration). I took a look at the mockups you pointed out, and see no reason why the chat cannot be placed on the in-battle hud as well. It is possible that it could get in the way, but only in rare situations. Thanks for your feedback. I will make a note to myself and see what I can come up with for chat placement. I was looking up a chat menu and remembered that Battlefield 3 (PC) has a notable chat menu that is faded slightly to not get in the way. What about this?From looking at the mock up this could be placed next to the kill feed and could implement the use of the controller keyboard and the keyboard and mouse as well.
Yeah, something like this could be added. Like the bf3 one, the player should be able to set it to be hidden, shown, or shown only when someone types something.
I am not going to add it to my mockup (since I would have to post a whole new one), but you guys can use your imagination and pretend it is there.
Thanks for your contribution. |
DusterBuster
DUST University Ivy League
182
|
Posted - 2013.07.09 17:31:00 -
[16] - Quote
Azri Sarum wrote:I see what your saying for the snipers, when you're looking for a head you don't want anything right over the target. Its something that will require some testing for sure.
The positioning i was thinking would be outside your health ring, outside the effects tabs. That should be far enough away to keep it from covering anything vital and yet keep it closer to your field of view.
Thinking about it some more, your role almost dictates your prefered location. If you go close range with a shotgun, you are aiming for faster run and gun gameplay. Get in, blast someone down and get out. You would probably only want minimal stats and closer to center would be fine, you don't have precise aiming. An AR role is mid range, more tactical, more precise. That role would probably want stats where I suggested, mid left or right, perhaps more detailed than close range. A sniper though values field of view, and has the luxury of time. For them moving the stats out towards the edge would make sense. The scout role would probably want all the info they could get at this point.
Dynamic huds are probably a bit much to ask of CCP at this time. Perhaps a compromise would be to bring it down to mid screen (so you only have to snap your eyes right) and then play around with brining it in a touch. See if bringing it in becomes distracting or if it becomes useful.
I know this post is a little old, but I just figured I would use it to go into a little more detail about the target info.
I feel that the biggest problem with the target info right now is not the placement, but rather the difficulty to actually get it to display. Part of this problem is the aiming system, which is a completely different issue. However, the other problem that I think is relatively easy to fix is the fact that it only displays the info if the target is within range. This should be changed so that no matter how far out the target is, info is still displayed when you aim at it, as long as it is in line of sight.
Thanks again for the great feedback you gave me. |
DusterBuster
DUST University Ivy League
203
|
Posted - 2013.07.10 01:34:00 -
[17] - Quote
ALPHA DECRIPTER wrote:"The Wheel" LOL so much hate. It is, without a doubt, my worst enemy!
Also, to anyone who is interested: I was going to post the weapons edition of the presentation today, but instead decided to venture out into this thing called the real world, quite an experience.
Therefore, I am still putting the finishing touches on the presentation, but it will definitely be posted by this time tomorrow.
Thanks for the feedback everyone has given me, hope there is more coming! |
DusterBuster
DUST University Ivy League
203
|
Posted - 2013.07.10 01:55:00 -
[18] - Quote
ALPHA DECRIPTER wrote:Ok read the whole thing and the New HUD design .... PURFECT! Gee, thanks a lot mister!
Think it may be time for me to get some sleep. Anyway, thanks for the support. |
DusterBuster
DUST University Ivy League
205
|
Posted - 2013.07.10 20:10:00 -
[19] - Quote
Update: I have updated the OP to add in the link to the new edition of this project!
Check out BOOM HEADSHOT!, my take on how the weapons of Dust can be improved, and give me any feedback you may have. |
DusterBuster
DUST University Ivy League
216
|
Posted - 2013.07.11 15:09:00 -
[20] - Quote
While I have posted a new section of my project, I am still looking for feedback on this one too. Let me know what you all think, and if you come across any typos. |
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DusterBuster
DUST University Ivy League
216
|
Posted - 2013.07.11 17:02:00 -
[21] - Quote
Aizen Intiki wrote:Just went back over it, and I like you. Burn that ******* wheel. I actually said that we should have something different however for dropsuits; You click L2 to pull up the equipment, and you click R2 to use active modules, and you click Triangle to cycle through your weapons and grenades. But for vehicles, yea it makes sense to have. Peace, Aizen Pretty much anything would be better than the current wheel!
The reason I like the bar is because it allows all of the info to always be on screen, so I can instantly see how many pieces of equipment that I have left. That, and having a unified HUD between both vehicles and infantry make it easier to adapt between the two.
Thanks for your feedback! |
DusterBuster
DUST University Ivy League
216
|
Posted - 2013.07.12 21:33:00 -
[22] - Quote
A quick bump. Did look through this one, but it is pretty much in its final stage now. Let me know if you come across any other typos. |
DusterBuster
DUST University Ivy League
221
|
Posted - 2013.07.19 21:49:00 -
[23] - Quote
Currently have 3 (!) editions of this project in the pipeline - Dropsuits, Vehicles, and Tutorials. No ETA, but I would expect them to be out within the next week or two.
Thanks for all of the feedback everyone, and I am still listening to any new stuff you bring up. |
DusterBuster
DUST University Ivy League
232
|
Posted - 2013.07.21 23:10:00 -
[24] - Quote
The Vehicle Edition to my Revamp Project has been released. Please go check it out and give me any feedback you have.
However, this topic is still very much alive, and I am accepting anything you have to say. So, if you haven't already, please go through and read it, and give me any suggestions or criticism you may have.
Thank you. |
DusterBuster
DUST University Ivy League
238
|
Posted - 2013.07.22 13:59:00 -
[25] - Quote
Thanks for the reply, a lot of good suggestion in there. In an earlier version of this post, I actually suggested that the ammo icons should look like those in Syndicate also. However, I figured that it would probably be a tad bit more work, and they should just get the HUD to where it needs to be before trying to pretty it up. Thanks for the response. |
DusterBuster
DUST University Ivy League
240
|
Posted - 2013.07.22 16:30:00 -
[26] - Quote
ALPHA DECRIPTER wrote:Think I'm gonna start referring people to your projects whenever I see a related topic. Having the community work as one big think tank would be nice. Can't argue with that. |
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