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Thread Statistics | Show CCP posts - 9 post(s) |
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CCP Wolfman
C C P C C P Alliance
738
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Posted - 2013.07.29 06:29:00 -
[1] - Quote
This seems like a good opportunity to tell you about some of the scanning related things weGÇÖre currently testing internally.
What are we testing?
- Shared vision for squads disabled.
- Team member chevrons only visible when they are in LOS. Squad chevrons remain 3D (stick to the edge of the screen).
- The active scanner shares all scan results with your squad.
- Pretty little pulsing effect on things that have been scanned so you can understand why you are seeing them and why they disappear.
- HP bars and name tag visible only for what you are aiming/firing at.
- Hit indication is FF is off is disabled.
Why are we testing this?
- We are unhappy with how much noise there is on the HUD. It often gets in the way (tags in particular) rather than helping you understand what is going on. We want to clean it up.
- We feel that scanning in particular is unclear, you often didnGÇÖt really know why you see some things and not others.
- We want active scanning to be a more important tactical mechanic.
How is it going?
Pretty well, quite happy with it so far :-) |
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CCP Wolfman
C C P C C P Alliance
747
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Posted - 2013.07.29 06:53:00 -
[2] - Quote
Protocake JR wrote:CCP Wolfman wrote:This seems like a good opportunity to tell you about some of the scanning related things weGÇÖre currently testing internally. What are we testing?
- Shared vision for squads disabled.
- Team member chevrons only visible when they are in LOS. Squad chevrons remain 3D (stick to the edge of the screen).
- The active scanner shares all scan results with your squad.
- Pretty little pulsing effect on things that have been scanned so you can understand why you are seeing them and why they disappear.
- HP bars and name tag visible only for what you are aiming/firing at.
- Hit indication is FF is off is disabled.
Why are we testing this?
- We are unhappy with how much noise there is on the HUD. It often gets in the way (tags in particular) rather than helping you understand what is going on. We want to clean it up.
- We feel that scanning in particular is unclear, you often didnGÇÖt really know why you see some things and not others.
- We want active scanning to be a more important tactical mechanic.
How is it going?Pretty well, quite happy with it so far :-) Pertaining to active scanners on vehicles, will it display info to my entire team if i'm not in a squad? >Inb4 lern2sqd
just to you in that case
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CCP Wolfman
C C P C C P Alliance
747
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Posted - 2013.07.29 06:54:00 -
[3] - Quote
Kane Fyea wrote:Only downside is the person using it does not get WP for spotting enemies. It works good though.
we plan to add WP for scanning as soon as we can
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CCP Wolfman
C C P C C P Alliance
749
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Posted - 2013.07.29 06:59:00 -
[4] - Quote
Cyrius Li-Moody wrote:CCP Wolfman wrote:
HP bars and name tag visible only for what you are aiming/firing at.
Is this going to work cohesively w the mass driver or are we going to have to aim down before we aim up to see HP bars/target intel? Also, since objectives can't be blown up, and only hacked, is there any way to turn off the hit indicator for it?
Right now, no. It doesn't seem to have proved much of a problem in testing. If it does prove to be one we can look at a little code tweak for the MD.
Regarding objective hit indication, we want to fix that, it's on the list along with lots of little things |
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CCP Wolfman
C C P C C P Alliance
753
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Posted - 2013.07.29 07:20:00 -
[5] - Quote
Quote:I like this a lot but I would like some elaboration if that is okay. Shared vision for Squads is disabled - but is shared vision for Teams disabled as well..? This would be a massive (and very much needed) buff to Scouts and may even pave way for bringing back the pre-Uprising dropsuit scan ranges as 2.5m is a little low. The only time something dips within 2.5m is if it's using Knives, at which point you are already dead. As far as Active Scanners being more important as far as tactical mechanics - they really need to give some kind of WP to the user. I have a thread regarding a properly balanced method of doing this here: https://forums.dust514.com/default.aspx?g=posts&m=1068738#post1068738I'd also like to propose that Cloaking (if it's even still on the table) should be limited to Scouts to give them a specific role that makes them unique, much like Sentinels are permitted the use of Heavy Weaponry as an example. This would make the Scout a very terrifying force to be reckoned with and the Active Scanner that much more essential to front-liners. Yes shared vision for squads and teams is disabled in our current internal build. Personally I've found it makes the game more exciting.
Agree on it needing WP rewards. We're doing our best to get to those as soon as we can.
Cloaking is still on the table, not going to speak about that atm though :-) |
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CCP Wolfman
C C P C C P Alliance
753
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Posted - 2013.07.29 07:21:00 -
[6] - Quote
Winsaucerer wrote:CCP Wolfman wrote:
Hit indication if FF is off is disabled.
How then will I annoy friendly snipers by shooting them in the back, and watching them get up and run scared? It's the only way I know right now to let them know I disapprove of their role choice.
keep standing in front of them |
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CCP Wolfman
C C P C C P Alliance
755
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Posted - 2013.07.29 07:44:00 -
[7] - Quote
RKKR wrote:Wait...a downgrade to TacNet is supposed to make this game more tactical?
So I won't be able to see where my allies (not in my squad) are doing in the distance/on the mini-map?
I guess I have to see how that works first...
Anyway, will have shooting,... have any effect on getting scanned?
You will always see team mates on the minimap and if they are in front of you. You just will not have the annoying chevrons sticking around at the edge of the screen for guys that are not in your line of sight. |
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CCP Wolfman
C C P C C P Alliance
810
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Posted - 2013.07.30 03:52:00 -
[8] - Quote
Too many comments! IGÇÖll try and address some of the points IGÇÖve seenGǪ
If scanners are sharing info to the whole team then it is actually a bug. I suspect that you may simply think it is sharing to the whole team because the UI is so unclear. With no way for you or your team mates to distinguish between active scan, passive scan and shared vision results itGÇÖs not easy to understand why you are seeing what you are seeing. This is something we wanted (and I think needed) to improve.
I was a little worried myself about the impact of only seeing the HP of targeted entities but in testing so far IGÇÖve found it to be a positive change. I no longer encounter a group of as little as 3 players and fail to see the names/HP status of any of them because the tags are all on top of one another. That situation is counter to the whole point of having tags in the first place. I used to encounter even worse situations where I couldnGÇÖt even pick a target because there is just a blob of tags in the way. That just had to go.
IGÇÖve also found itGÇÖs made the game more exciting and less of a GÇÿhunt the red chevronGÇÖ contest
We will be implementing WP rewards for the scanner. Right now weGÇÖre not sure if they will make it for 1.4, itGÇÖs getting a bit tight so keep your fingers crossed.
Lastly, donGÇÖt forget this is something we can and will continue to work on and improve with your feedback.
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CCP Wolfman
C C P C C P Alliance
829
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Posted - 2013.07.30 11:14:00 -
[9] - Quote
Rubico wrote:Wolfman if you are still monitoring this thread, have you fixed internally the bug where active scanners frequently don't detect anything (even things that certainly should be detected). It was mentioned as 'working on fix' in one of the weekly bug report threads about a month ago Here's a link to my post in feedback thread. https://forums.dust514.com/default.aspx?g=posts&t=90589&find=unread
It seems to be working correctly so far. We're still finishing off our update to it so we've not hammered it with testing yet. |
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