|
Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Draco Dustflier
DUST University Ivy League
71
|
Posted - 2013.06.19 05:28:00 -
[1] - Quote
Do what square enix did with ffxiv and take dust offline for a few years to rebuild. What we have now is an unfinished game that even the PLAYERS hate. Broken aiming system, inconsistent hit detection, major framerate issues, and a number of other glaring flaws in the games core mechanics are driving away 90% of new players, and veteran players are wearing out faster than vets of any game i've seen so far.
All of this can be solved by fixing a couple of things, but those things will take forever to fix unless you take dust offline. once you read the list, you'll see why.
What i suggest is porting the game from unreal engine 3 to unreal engine 4, and rather than releasing the reborn version of dust on ps3, release it on ps4. You'll have less hoops to jump through on the technical side, and there is a LOT more possible on ps4.
The core mechanics (aiming, hit detection, collision, etc.) have to be at LEAST on par with competing games (blacklight retribution, pS2, BF4) before you do anything else. if thhe game feels as "slippery" as it does now, nobody will play it. I don't care if you have to copy and paste the source code from Unreal tournament, you have GOT to make it work. I cannot stress it enough. THIS IS THE MOST IMPORTANT ASPECT OF ANY FIRST PERSON SHOOTER! DON'T EVEN ATTEMPT TO CALL IT A COMPLETE GAME IF IT IS NOT!
With regards to weapon balance, you need to take into consideration what the original purpose of each weapon is. the assault rifle, for example, is the most versatile weapon, with AVERAGE performance in all situations. it shouldn't be good at any of them. When you have one weapon that is vood at everything, it will be spammed like crazy. That's what happened with the tac rifle. Not only was it good in all situations, but it OUTPERFORMED the specialty weapons (shotguns, mass drivers, laser rifles). What you need to do is make it so that each weapon has one thing that it does better than everything else, and one weakness (eg. laser rifles should be good at long range but terrible at close, like they were in chromosome, shotguns should murk up close and not even touch anything at long ranges, mass drivers should be good for crowd control but not so much for 1v1, hmgs should obliterate single targets, the list goes on and on.) the rock paper scissors idea should also apply to the suits: scout beats heavy, assault beats scout, and heavy beats assault. Logis shold be weak to everything so they can't be pseudo assaults like they are now. you might even have to make so they can only use sidearms.) It would be fantastic if this applied to vehicle combat as well: derpships beat tanks, tanks beat mavs, and mavs beat derpships. lavs should stick to running people over.
When it comes to equipment, there's really only one thing that needs to be fixed: nanite injectors. they are absolutely useless. The only fix is to get rid of them entirely and have the repair tool do the reviving. Make it work like it does in planetside 2. get in range of the dead guy, start repping, and he gets up after 3 seconds. this will also allow logis to keep their teams supplied with both clones and ammunition rather than having to carry an injector and a rep tool.
Modules. whats wrong with those? a couple of things. Fiirst off, damage modifiers have no place in a first person shooter. Battlefield, uncharted, killzone, hell, even Call of Duty have removed any form of damage increase from the equation, because if you give people a perk or booster that gives you extra damage, nothing else will be used. Secondly (not sure if thats a word) Shield extenders need to give a percenttage boost (5% militia, 20% complex) instead of a flat increase. There should also be a stacking penalty, just like dqmage mods or kincats. And scout suits should vet some kind of bonus so that they aren't hit as hard by this change. Armor can stay the way it is, as it doesn't regenerate and the movement penalty is enough to drive most players away. There should also be some kind of "ammo pool extender" that lets you carry an extra clip per mod. prototype versions should consume less pg and cpu.
On to the skills. As of now, the amount of time it takes for a player to get into a complete prototype fitting can range anywhere from 6 months to a year. for vehicles its even worse. All this does is restrict people to a specific playstyle for a a ridiculously long time. That's one of the main reasons the game gets stale so quickly. You need to allow for at least SOME variety. if you're adamant on the no respec policy, you need to speed up the skill rate to about 10x what it is now.
This is going to be the most contrraversial part. None of the isk or sp earned on ps3 should carry over to the ps4. I know this is a painful proposition, but think about it: 99% of newcomers are stomped on so badly after the acsdemy that they quit the game. i got about 20 of my friends to try the game, and all of them left because they realized the beta players got a ridiculous head start and they would never catch up. the amount of players you lose because of this will probably not exceed 500. the amount of players you will gain if you do this right on ps4 will be enormous compwared to that.
I know i may have bashed the game in the past, but it's just because i feel like every single constructive post on the forums either gets ignored or shot down by CCP because it's too hard to implement. I want the game to succeed, but right now it seems like it could take 20 years before its actually playable. in that time, i could make my own game. |
Draco Dustflier
DUST University Ivy League
71
|
Posted - 2013.06.19 05:33:00 -
[2] - Quote
ISuperstar wrote:Last person who posted this got post locked, deleted, and banned. Haven't seen him since. Sad, it was a constructive thread too, with some good feedback.
CCP commands you like their game or face the consequences. Good luck! but i do like the game. |
Draco Dustflier
DUST University Ivy League
74
|
Posted - 2013.06.19 06:20:00 -
[3] - Quote
Vyzion Eyri wrote:Controls, in terms of core mechanics, are pretty good right now. This can only be improved to an extent before lag/frame rate and hit detection issues, combined with the fact that in this shooter it takes more than 2 bullets to kill somebody, make it seem as if the mechanics are wonky but in actual fact it's because you're meant to take longer to kill someone.
So suggesting better mechanics, but increasing the time it takes to kill someone by removing damage modifiers and buffing shield extenders is, imho, counter-intuitive. I'm not asking to buff shield extenders by 20%, i'm asking for ccp to change the way they work. Right now, you can basically triple your shields, if what i'm asking for was implemented, taking into account the stacking penalty, you would only be able to get a 50% boost to your shields instead of what we have now. thats 4 extra hits from an ar instead of 9 like we have now. it is what an 'experienced' develper would call a BALANCED nerf. And the aiming is not okay. At all. |
Draco Dustflier
DUST University Ivy League
75
|
Posted - 2013.06.19 09:55:00 -
[4] - Quote
Vaux Karn wrote:Just wanted to address one thing. The competition mentioned are all twitch shooters, Dust isn't. That is not saying core shooting mechanics don't need work, just that a direct comparison to a different type of shooter is inherently flawed. If on the other hand Dust were to become a twitch shooter it would lose more players than it would gain due to the twitch market being over saturated. That said I don't think taking dust offline is necessary to fix issues, instead I think the solution is (and I may get flamed for saying this) to put aside new content for a while and ignore players requesting anything but fixes until core mechanics are ironed out. In addition, leaving the game running allows feedback on the updates to core mechanics. The core mechanics I refer to are movement, aiming, clipping, vehicle handling, input responsiveness, hit detection, custom controller mapping, and other basic fps functionalities. I would still play dust as is because I enjoy it despite its current short comings. People who can't see past those short comings are not likely to continue playing when the next installment of their favorite shooter comes out anyway. Now despite all this, they are working on core mechanics now while doing new content. This means it might take longer, but again, I will still continue to play. Planetside 2 is a persistent aim shooter, not a twitch shooter. |
Draco Dustflier
DUST University Ivy League
92
|
Posted - 2013.06.20 04:04:00 -
[5] - Quote
Stexn byd wrote:Chinduko wrote:If CCP are serious about saving Dust, they should get rid of all the Devs that destroyed this game and hire a whole new team that can develop a real FPS game. The team that created Uprising is the team I'd remove. While the previous builds were not perfect. they didn't have the serious problems Uprising has. The devs didn't destroy the game by themselves, listening to people whining over things that were right because they couldn't play was a big issue.
Good developers wouldn't have listened to those people. |
Draco Dustflier
DUST University Ivy League
100
|
Posted - 2013.06.20 20:10:00 -
[6] - Quote
Orion Vahid wrote:I find it funny that so many people say "ZOMG PS3 SUX PURT DIS TU PS4 NAOW!1!!1"
It doesn't suck. its just hard to code for. |
Draco Dustflier
DUST University Ivy League
101
|
Posted - 2013.06.20 23:23:00 -
[7] - Quote
N1ck Comeau wrote:5aEKUXeRJGJ27kCDnDVYak3 wrote:Speaking of statistics, is this true? people are just playing new games, they'll come back. calm down doomsayer If this many people left for the last of us, just imagine what will happen when GTA V comes out. Once people get their fill of that, they'll start moving to ps4. |
|
|
|