Pages: [1] 2 3 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
DusterBuster
DUST University Ivy League
205
|
Posted - 2013.07.10 20:06:00 -
[1] - Quote
CLICK HERE TO VIEW THE AWESOMESAUCE!
Hiya Everybody!
This is the second 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. I plan to release many more sections of this series, and when I do the dashes below will be replaced with functional navigation. An Open Letter to CCP - - What Does That Say (User Interface) BOOM HEADSHOT! (Weapons) - - - |
DusterBuster
DUST University Ivy League
205
|
Posted - 2013.07.10 20:06:00 -
[2] - Quote
-Reserved- |
DusterBuster
DUST University Ivy League
205
|
Posted - 2013.07.10 22:21:00 -
[3] - Quote
I have gone through it again and already had to fix a few typos. I know there are still more, but will go through it again later. Give me any feedback you guys can think of. |
Aizen Intiki
Ghost Wolf Industries Alpha Wolf Pack
137
|
Posted - 2013.07.10 22:55:00 -
[4] - Quote
My eyes burn from reading that lol. Anyways, I'm pretty sure that Autocannons has a faster ROF than blasters. Otherwise, good ideas. +1
Peace, Aizen |
Pje251296
KILL ORDERS
23
|
Posted - 2013.07.10 23:02:00 -
[5] - Quote
Really like the ideas you presented. But a few things could be added but I didn't fully read the document yet. Different optics like hybrid sights for Assault rifles, Thundergun and Sniper rifles. No full-auto pistols for sidearms if the SMG is now a light weapon? |
DusterBuster
DUST University Ivy League
207
|
Posted - 2013.07.10 23:15:00 -
[6] - Quote
Aizen Intiki wrote:My eyes burn from reading that lol. Anyways, I'm pretty sure that Autocannons has a faster ROF than blasters. Otherwise, good ideas. +1 Peace, Aizen Ha, thanks.
Yeah, in EVE autocannons do have a faster rate of fire. I just thought that for Dust gameplay, it would make more sense for blasters to.
Thanks for the feedback. |
DusterBuster
DUST University Ivy League
207
|
Posted - 2013.07.10 23:23:00 -
[7] - Quote
Pje251296 wrote:Really like the ideas you presented. But a few things could be added but I didn't fully read the document yet. Different optics like hybrid sights for Assault rifles, Thundergun and Sniper rifles. No full-auto pistols for sidearms if the SMG is now a light weapon? The Gallente pistol fires 3 round bursts, but for now there are no fully automatic weapons. In the future, there could be PDWs added as a sidearm, however I feel that to start off with there should be relatively limited amounts of weapons, and as development progresses more can be added.
I also have a slide at the end that goes over different types of optics that should be available to weapons.
Thanks for the response. |
Meeko Fent
Seituoda Taskforce Command Caldari State
233
|
Posted - 2013.07.10 23:43:00 -
[8] - Quote
Me like.
But the Rail Rifle should just have a really low RoF. Like the breach AR RoF.
And the Gallante AI heavy weapon could be like a toned down small turret. |
Aizen Intiki
Ghost Wolf Industries Alpha Wolf Pack
138
|
Posted - 2013.07.10 23:47:00 -
[9] - Quote
Meeko Fent wrote:Me like.
But the Rail Rifle should just have a really low RoF. Like the breach AR RoF.
And the Gallante AI heavy weapon could be like a toned down small turret.
That's what they plan on doing actually. Long range breach PR. |
Aizen Intiki
Ghost Wolf Industries Alpha Wolf Pack
138
|
Posted - 2013.07.10 23:48:00 -
[10] - Quote
As for your AV weapon ideas, I like them Way better than the current ones. |
|
Meeko Fent
Seituoda Taskforce Command Caldari State
233
|
Posted - 2013.07.11 00:06:00 -
[11] - Quote
Aizen Intiki wrote:Meeko Fent wrote:Me like.
But the Rail Rifle should just have a really low RoF. Like the breach AR RoF.
And the Gallante AI heavy weapon could be like a toned down small turret. That's what they plan on doing actually. Long range breach PR. I know.
And I like it that way! |
DusterBuster
DUST University Ivy League
208
|
Posted - 2013.07.11 01:05:00 -
[12] - Quote
Meeko Fent wrote:Me like.
But the Rail Rifle should just have a really low RoF. Like the breach AR RoF.
And the Gallante AI heavy weapon could be like a toned down small turret. I planned on the Rail Rifle being semi-auto, and sort of similar to the DMR in halo 4. Not sure if I explained that clearly, will check it out and see. Thanks for bringing it up.
As for the Gallente Heavy Machine Gun, I figured it would be a plasma version of the current HMG, as that sticks with their high close range damage output, while still adding a bit of variety. Do you mean that you would like it to be like the current iteration of small vehicle turrets, or that small vehicle turrets should be like the way I described the gun?
Thanks for the response, and I will look into it.
|
DusterBuster
DUST University Ivy League
208
|
Posted - 2013.07.11 01:06:00 -
[13] - Quote
Aizen Intiki wrote:As for your AV weapon ideas, I like them Way better than the current ones. Why thank you, most of them I just came up with on the fly. Wanted each race to have a certain feel, while still remaining balanced. Also looked at what was popular/cool in other titles, and even stole a few names. |
Meeko Fent
Seituoda Taskforce Command Caldari State
235
|
Posted - 2013.07.11 02:00:00 -
[14] - Quote
DusterBuster wrote:Meeko Fent wrote:Me like.
But the Rail Rifle should just have a really low RoF. Like the breach AR RoF.
And the Gallante AI heavy weapon could be like a toned down small turret. I planned on the Rail Rifle being semi-auto, and sort of similar to the DMR in halo 4. Not sure if I explained that clearly, will check it out and see. Thanks for bringing it up. As for the Gallente Heavy Machine Gun, I figured it would be a plasma version of the current HMG, as that sticks with their high close range damage output, while still adding a bit of variety. Do you mean that you would like it to be like the current iteration of small vehicle turrets, or that small vehicle turrets should be like the way I described the gun? Thanks for the response, and I will look into it. Hmm, I was thinking that the racial ARs would preform like, and therefore have similar usages as the current AR
But if that is what your going for, that role fits the Caldari better the the Amarr.
I mean the visual of the Gallente AI heavy. Having two Gatling style weapons on the battlefield could confuse people about what their facing.
The heavy repeating blaster is a nice idea, while slightly overused in Sci Fi games and the like, it's the mechanics of controlling land that makes DUST unique, not the guns. |
Meeko Fent
Seituoda Taskforce Command Caldari State
235
|
Posted - 2013.07.11 02:01:00 -
[15] - Quote
Oh, yeah, I almost forgot...
BAMP! |
DusterBuster
DUST University Ivy League
208
|
Posted - 2013.07.11 02:08:00 -
[16] - Quote
Meeko Fent wrote:DusterBuster wrote:Meeko Fent wrote:Me like.
But the Rail Rifle should just have a really low RoF. Like the breach AR RoF.
And the Gallante AI heavy weapon could be like a toned down small turret. I planned on the Rail Rifle being semi-auto, and sort of similar to the DMR in halo 4. Not sure if I explained that clearly, will check it out and see. Thanks for bringing it up. As for the Gallente Heavy Machine Gun, I figured it would be a plasma version of the current HMG, as that sticks with their high close range damage output, while still adding a bit of variety. Do you mean that you would like it to be like the current iteration of small vehicle turrets, or that small vehicle turrets should be like the way I described the gun? Thanks for the response, and I will look into it. Hmm, I was thinking that the racial ARs would preform like, and therefore have similar usages as the current AR But if that is what your going for, that role fits the Caldari better the the Amarr. I mean the visual of the Gallente AI heavy. Having two Gatling style weapons on the battlefield could confuse people about what their facing. The heavy repeating blaster is a nice idea, while slightly overused in Sci Fi games and the like, it's the mechanics of controlling land that makes DUST unique, not the guns. Yeah, not quite the same damage as the DMR, but similar operation. The Caldari are all about efficiency, so them having a fully auto AR would not make much sense. Damage wise though, they all have very similar times to kill to remain balanced.
As for the HMG, I have replaced the Minmatar variation with a single-barreled heavy machine gun, similar to the M249 and other modern machine guns.
|
DusterBuster
DUST University Ivy League
214
|
Posted - 2013.07.11 15:14:00 -
[17] - Quote
Still looking for more feedback on this, let me know what you think. |
ALPHA DECRIPTER
M.E.R.C. Conventional Forces D.E.F.I.A.N.C.E
52
|
Posted - 2013.07.11 15:31:00 -
[18] - Quote
(after first 4 slides)
Bullet speeds: This would actually make sniping soooo much easier. Dispersion/Recoil: A weapon that needs no skill doesn't deserve to be in an FPS! This would give weapons more of a skill factor.
Loving the read so far. |
Meeko Fent
Seituoda Taskforce Command Caldari State
248
|
Posted - 2013.07.11 15:35:00 -
[19] - Quote
ALPHA DECRIPTER wrote:(after first 4 slides)
Bullet speeds: This would actually make sniping soooo much easier. Dispersion/Recoil: A weapon that needs no skill doesn't deserve to be in an FPS! This would give weapons more of a skill factor.
Loving the read so far. Yep, so long as Alpha Strike gets a Buff.
If it takes 3-8 Bullets (Out of the AR category) to kill, which I think Duster factored in with the Overhaul, then that one or two shoots that land before getting off target need to count. |
Oso Peresoso
RisingSuns
270
|
Posted - 2013.07.11 15:55:00 -
[20] - Quote
if its going to be all text, the slideshow might not be the best format. |
|
Meeko Fent
Seituoda Taskforce Command Caldari State
248
|
Posted - 2013.07.11 15:59:00 -
[21] - Quote
Oso Peresoso wrote:if its going to be all text, the slideshow might not be the best format. No, it comes with a BPO of tables and charts! |
DusterBuster
DUST University Ivy League
214
|
Posted - 2013.07.11 17:00:00 -
[22] - Quote
ALPHA DECRIPTER wrote:(after first 4 slides)
Bullet speeds: This would actually make sniping soooo much easier. Dispersion/Recoil: A weapon that needs no skill doesn't deserve to be in an FPS! This would give weapons more of a skill factor.
Loving the read so far. Awesome, Thanks!
Meeko Fent wrote:Yep, so long as Alpha Strike gets a Buff.
If it takes 3-8 Bullets (Out of the AR category) to kill, which I think Duster factored in with the Overhaul, then that one or two shoots that land before getting off target need to count. The first shot will always be 100% accurate (which means that with single-shot weapons you do not have to worry about dispersion, only recoil). I was also intending for people to be able to shoot bursts of 4-5 rounds at medium range without having to let the barrel settle, so theres that.
As for alpha damage, that is a welcomed mechanic in EVE that I didn't really take into consideration, and could be applied to Dust.
Thanks for your response.
Oso Peresoso wrote:if its going to be all text, the slideshow might not be the best format. Thanks for the feedback. While this presentation is in fact mostly text, the reason I did it in a slideshow is because it is a standard format I am going to use for all of my presentations, which may include other things including visuals and graphs. It also makes it easy for me to find any errors you guys point out, because all of the slides are numbered, and there is a single topic per page. I know for readability a standard document probably would have been better for this particular section, but wanted to have a standard format for all of them. I tried out multiple different formats, and in the end chose this one for the ease of organization. |
Meeko Fent
Seituoda Taskforce Command Caldari State
248
|
Posted - 2013.07.11 17:03:00 -
[23] - Quote
When I mean Alpha Damage, I mean the Damage one bullet does.
Currently, the weapon with the highest Alpha strike in game is the Forge/Plasma Launcher |
DusterBuster
DUST University Ivy League
214
|
Posted - 2013.07.11 17:18:00 -
[24] - Quote
Meeko Fent wrote:When I mean Alpha Damage, I mean the Damage one bullet does.
Currently, the weapon with the highest Alpha strike in game is the Forge/Plasma Launcher
Ah, in EVE alpha damage has to do with the first shot fired at an enemy, and overwhelming an enemy fleets RR by coordinating all of your strikes at the same time.
If you simply mean higher damage-per-shot, than that is something I took into consideration. This is going to be somewhat hard to explain completely, because some of the weapon mechanics rely on dropsuit mechanics I discuss in my Dropsuit section, which isn't released yet, so stick with me (probably should have just waited until that one was finished and released them at the same time, but was anxious to start getting feedback. Hindsight is 20/20 I guess. On a side note, I am working on finishing up the dropsuit edition and will have that posted soon).
So, lets look at it this way: With the new weapons I introduce/tweak, the time-to-kill an average enemy assault is the exact same as it is now. Lets say it takes 3 seconds to drop an assault with an AR, with the new AR (Blaster Rifle) I talk about, it would also take 3 seconds.
However, with the current AR, it takes a massive amounts of bullets, anywhere from half to an entire magazine. With my new BR, it would only take around 8 shots (that connect to the body) to drop. This means that each bullet does significantly more damage than the current AR, while still taking the same amount of time to kill an enemy, therefore having the same DPS.
At point blank range, you would be able to fully unload all of those bullets from the hip, and still probably land all bullets on target. At medium range however, recoil would make it so that you can only pull off about 5 shot-bursts, before having to let your barrel settle. Therefore, you would have to fire multiple bursts to take out your enemy. This entire process does not take that long though, and you will be able to pull off bursts in rapid succession.
As for the dispersion, 5 round bursts won't effect it too badly. It is only when you unload an entire magazine at once that the gun becomes really unruly.
I hope this explains it a little bit (and I hope that I understood you, and didn't just explain something that you completely understood already). Basically, I just played other FPSs, and copied what I thought felt right (mostly the weapon mechanics from BF3 and planetside). Thanks for the feedback. |
Meeko Fent
Seituoda Taskforce Command Caldari State
248
|
Posted - 2013.07.11 17:27:00 -
[25] - Quote
Yeah, TTK is a Little bit high in DUST.
But if People die faster, then they are going to want Less expensive Suits, so their Repeated deaths won't break the Bank
Better put that in the Dropsuit Edition. |
DusterBuster
DUST University Ivy League
214
|
Posted - 2013.07.11 17:31:00 -
[26] - Quote
Meeko Fent wrote:Yeah, TTK is a Little bit high in DUST.
But if People die faster, then they are going to want Less expensive Suits, so their Repeated deaths won't break the Bank
Better put that in the Dropsuit Edition. I too feel that we need lower TTKs. I think that will slightly improve balance, as currently even if I do everything right, come up behind an enemy (who is a proto while I am have a standard fit), and engage at my optimal, 9 times out of 10 he still has enough time to turn around and kill me. While I do believe that higher level gear should be an advantage, it should not overpower pure FPS skill.
Lower TTKs are something I do in fact go over in my dropsuit edition, thanks for the suggestion. |
ALPHA DECRIPTER
M.E.R.C. Conventional Forces D.E.F.I.A.N.C.E
52
|
Posted - 2013.07.11 17:35:00 -
[27] - Quote
You going to be going be talking about balancing current drop suits or talking about new ones in the dropsuit edition? |
Meeko Fent
Seituoda Taskforce Command Caldari State
248
|
Posted - 2013.07.11 17:37:00 -
[28] - Quote
Yeah, Tracking Shooters usually come down to how has
A. The Better Gun
B. The Longest Time on target.
And Since most shooters don't have "Levels" of Weapons, It makes those with Protosuits and Protoguns Practically Invicible in the Eyes of a STD User.
Lower TTK usually makes games based of who has more skill.
That's why 1337 CoD Shooter Montages are So popular in Youtube.
It is just much more based on skill then Halo.
But Halo is Super fun, all the same |
DusterBuster
DUST University Ivy League
214
|
Posted - 2013.07.11 17:37:00 -
[29] - Quote
ALPHA DECRIPTER wrote:You going to be going be talking about balancing current drop suits or talking about new ones in the dropsuit edition?
Mostly about balancing current versions, but also talking slightly about new ones (but by new ones I do not mean things like pilot or commando, only about rounding out the lineup so there is a light option for every race, etc.) |
DusterBuster
DUST University Ivy League
214
|
Posted - 2013.07.11 17:38:00 -
[30] - Quote
Meeko Fent wrote:Yeah, Tracking Shooters usually come down to how has
A. The Better Gun
B. The Longest Time on target.
And Since most shooters don't have "Levels" of Weapons, It makes those with Protosuits and Protoguns Practically Invicible in the Eyes of a STD User.
Lower TTK usually makes games based of who has more skill.
That's why 1337 CoD Shooter Montages are So popular in Youtube.
It is just much more based on skill then Halo.
But Halo is Super fun, all the same I may be a dreamer, but I say a perfect compromise is possible! It just needs a bit of imagination and a lot of iteration. |
|
|
|
|
Pages: [1] 2 3 :: one page |
First page | Previous page | Next page | Last page |