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Alldin Kan
Imperfects Negative-Feedback
264
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Posted - 2013.06.14 23:22:00 -
[1] - Quote
This is me being serious. What is shown below is simply a reminder of your inefficiencies.
For players, this game is close to being as unstable as those bad days in the New York Stock Exchange. You don't seem to understand that the current level of game development at your offices is downright mediocre. Regardless of any potential limitations your staff may be facing, it doesn't change the fact that these were allowed to occur:
*Framerate issues are still present after 1 year. Other FPS games should have overcome this in a shorter timeframe with the current staff they have.
*Responsiveness to resolving key issues is one of the longest (if not the worst) in game development, usually being 3-5 months, doing improper tweaking, and then producing additional problems. See Examples:
-Dropship missiles too strong? After 5 months of terror, damage is lowered AND its splash radius. -Lasers are too strong? "Let's wait 4-5 months to tweak their damage values." -HMGs are still good? "Let's further lower the damage and see what happens, heavy class is supposed to be point defense right?" -Marauder tanks are not finished? "Let's remove them entirely for now and put in place Enforcer tanks, their lower Health\CPU\PG makes sense" (later on a health buff had to be implemented... and now LAVs are a true murder taxi) -DS3 aiming was fine but then... "We feel that further tweaks may be necessary to controls to give our players a better experience." (Uprising finally launches, along with one of worst control systems in recent months of gaming. These changes were never reverted to Chromosome settings and a fix is not coming anytime soon as usual.)
There's probably more to note, but I'll leave it there. Now here's the stuff that Dust is lacking:
*Various (FUN and strategic) game modes.
*An aggressive style gameplay.
*Better maneuverability when traversing the area (seriously, I can't climb over some crates or mover metal railings.
*Diverse map layouts; we're still fighting in the middle of nowhere on very familiar surroundings. When can we fight to secure a city or large facilities? (Not talking about FW districts)
*Weapon customization. Currently there's none and it was supposed to be a high priority.
*Interactive environment. We only have installations... where are the lock mechanisms for opening/closing gates, a protective shielding over a strategic location, hidden loot around the map (I thought Dust was an MMO), and what about environmental hazards (traps) that can be activated by a player?
Ok, I feel a little tired so I'll take a small break and post more a bit later xP |
Alldin Kan
Imperfects Negative-Feedback
264
|
Posted - 2013.06.14 23:45:00 -
[2] - Quote
The Robot Devil wrote:Stability has been better, do you not remember being disconnected every other game? Frame rates have improved considerably compared to what they were during closed beta. They were creating a new build of the game and yes it will cause more problems because real world practice is totally different that in house testing.
I could keep going but I was just be called a fan boy, no one thinks anymore or looks at the progress we have made. I am frustraded also with progress but posting inaccurate information that is not based off of facts doesn't help at all. If you are going to bring up problems then you should consider the whole story instead of what you think has happened. All of the items you listed are problems but we have made progress and the game is better than what it was.
I just said I'm being serious, any ideas posted by others I'll take in consideration and perhaps discuss it.
Stability HAS indeed improved but most of us still get disconnected or get internal error.
Framerate is still an issue as I mentioned and in rare cases it can go as bad as 2 fps.
Lastly, most of my information IS accurate. As for progress, the fixes and tweaks are occurring at a snails pace. |
Alldin Kan
Imperfects Negative-Feedback
266
|
Posted - 2013.06.15 00:26:00 -
[3] - Quote
sammus420 wrote:A lot of the reason it takes so long to make changes is because Sony won't let them push a patch out every day unless they want to shell out a big ol' pile of money. So they put all the fixes together into one big update with a bunch of broken new stuff that's untested because they don't play their own game, then they push that patch out.
I'm ok with the large quantity of fixes provided in one large update later on (new content, the stuff that takes up a chunk of my PS3 space), but what I don't seem to understand is why can't they provide a hotfix that would just give tweaks to stat values in a week or so when it was necessary. Kind of like that one time when we got new sounds, but due to some bugs the changes were reverted in a day or two. |
Alldin Kan
Imperfects Negative-Feedback
270
|
Posted - 2013.06.15 00:40:00 -
[4] - Quote
Avallo Kantor wrote:CCP takes the approach of carefully monitoring the game (through some sort of metrics) over a period of many weeks to make sure that this claim is valid, and that can often be more difficult than one could initially predict. It's not a simple matter that weapon A and B should do the same damage, it's a game where Weapon A does more damage at Range X and damages Shields A% and Armor B% but at range Y only does... etc etc while Weapon B has completely different optimal ranges, damage types, etc. Not to mention that you have to take into consideration the other factors of what a player is doing in the system. Is the situation in question a really good player against a bad one, is it a situation where the "OP" weapon is simply in it's best environment while Weapon B is in it's worst? There's also other aspects to consider as well, if more players are running around in Shield tanked dropsuits, is a weapon that does more damage to shield necessarily OP compared to the weapon that does more damage to armor tanks? Often times the game's math for balancing is a bit more complicated than making a weapon that has Fire rate X and damage per shot of Y and another that has Damage per shot of Y and fire rate X to make them be equivalent damage.
As for hidden loot around the map, I am strongly against that, as I think it doesn't make sense, and isn't appropriate for this game. The random salvage at the end of the match more or less already does this, and just randomly spawning valuable weapons all around a map just doesn't make sense in the lore, or from the goals that DUST is trying to get to.
*Bold part* ok.
I brought up the HMG nerf issue because even now most good players run shield tanked suits that if confroned by an HMG, the Heavy would have been the one to likely die. On the laser issue, some devs already mentioned that its stats were not supposed to be that high but they simply took too long to correct it's values. Now if what you're saying is correct, they why did the TAC AR start out in Uprising with very high damage + high RoF + insanely high range when all it previously needed was a fix in recoil? Thankfully this weapon is now performing as it should be.
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