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Author |
Thread Statistics | Show CCP posts - 2 post(s) |
Avinash Decker
BetaMax. CRONOS.
62
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Posted - 2013.07.29 13:22:00 -
[31] - Quote
If it isn't in the game or not , I like to know if I am scanned or not. |
Tali Saldana
Namtar Elite Gallente Federation
0
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Posted - 2013.07.29 13:25:00 -
[32] - Quote
Roads! It can be really hard to drive fast LAVs because the terrain is so rough and roads arent really that visible. |
Shadow Panther1
Psygod9 RISE of LEGION
0
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Posted - 2013.07.29 13:29:00 -
[33] - Quote
This is slightly off topic but since we are talking about maps, I would like it if we could see the map we would be playing on while waiting for deployment in the War Barge. I was thinking that the giant map in the center could be made to fit a 3D representation of the battle field you would be deploying to with objectives (if necessary), installations, etc. Just a thought... |
RedRebelCork
Ahrendee Mercenaries EoN.
229
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Posted - 2013.07.29 13:43:00 -
[34] - Quote
Shadow Panther1 wrote:This is slightly off topic but since we are talking about maps, I would like it if we could see the map we would be playing on while waiting for deployment in the War Barge. I was thinking that the giant map in the center could be made to fit a 3D representation of the battle field you would be deploying to with objectives (if necessary), installations, etc. Just a thought...
AFAIK it used to work back in beta but has not in quite a while. |
DeeJay One
BetaMax.
72
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Posted - 2013.07.29 15:31:00 -
[35] - Quote
Remember the times when the minimap had an actual map? (the same as in the spawn screen) |
DeeJay One
BetaMax.
72
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Posted - 2013.07.29 15:33:00 -
[36] - Quote
RedRebelCork wrote:Shadow Panther1 wrote:This is slightly off topic but since we are talking about maps, I would like it if we could see the map we would be playing on while waiting for deployment in the War Barge. I was thinking that the giant map in the center could be made to fit a 3D representation of the battle field you would be deploying to with objectives (if necessary), installations, etc. Just a thought... AFAIK it used to work back in beta but has not in quite a while. Hmm, it wasn't working since June 2012 for sure. Some usefullnes for the warbarge map would be great, for example for setting the defend/attack orders pre match and seeing and overview for all squads. |
Meeko Fent
Seituoda Taskforce Command Caldari State
416
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Posted - 2013.07.29 15:37:00 -
[37] - Quote
CCP Android wrote:This is something that we plan to look at.
What would you like to see added?, other than rough outlines of the buildings, which I agree is a good idea Being able to set waypoints on the overview map that you can get directions (dotted lines on how to get there) |
Psychotic Shooter
Ancient Exiles Negative-Feedback
117
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Posted - 2013.07.29 15:39:00 -
[38] - Quote
CCP Android wrote:This is something that we plan to look at.
What would you like to see added?, other than rough outlines of the buildings, which I agree is a good idea
Make it like the map but a small one that shows the area your in like the map |
Kevall Longstride
DUST University Ivy League
399
|
Posted - 2013.07.29 17:30:00 -
[39] - Quote
The risk is making it too cluttered.
All it needs is making a little clearer and it'll be fine. I've already fed back these suggestions but I'll repeat them here.
NEWS is definitely needed. Optimal and effective range of the weapon currently in use. A '3D effect' radar signature for buildings and contours in the land. Anything hiding in contour dips or behind buildings should be invisible as they are now. Weapons fire should show you up on on regardless as to if you're in line of sight or not, however profile damping skills and equipment should minimise it for those players who invest in them. It should be less opaque or HUD icons shouldn't appear in it when moving. Drop uplinks, Hives, and remote explosive icons on it should be halved in size. An indication that an enemy is above or below you (the contour mapping should do that)
That's all that's needed. |
crazy space 1
unkn0wn killers League of Infamy
1550
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Posted - 2013.07.29 18:28:00 -
[40] - Quote
Why can't we zoom in more?
I love how you can spot things on the map but it's stupid how you have to be so zoomed out.
I also understand balance so here is my suggestion
If an eve player locks on to the surface district, and activates a senor booster, you should be given more zoom on the map, more info on the minimap, maybe passive buffs to everyones detectio range? i don't know |
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Oso Peresoso
RisingSuns
386
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Posted - 2013.07.29 18:53:00 -
[41] - Quote
Doyle Reese wrote:we have a North on the minimap, the others isn't really required. The outline idea would be nice though!
Maybe you're just smarter than me, but considering the minimap rotates, and the way the maps change slightly here and there with the sockets, sometimes figuring out if its East or West takes me half a second when calling out a position. Adding E/W/S would be easy, helpful, and not bother people that don't need it. And it would result in less stupid **** like calling out left/right when not appropriate. |
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CCP Android
C C P C C P Alliance
81
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Posted - 2013.07.30 05:20:00 -
[42] - Quote
This is fantastic feedback,
I-Śm thinking about this from the point off view of how we can technically pull this off. But this thread is really interesting and I would love some more ideas.
How would you see skills play into this. For example, if I were a pilot and I wanted to train skills that would increase the usefulness of my mini-map. If I then were to switch over to infantry the information on my mini-map would be less useful, unless I was specialized in infantry type of battle analysis
Same goes with modules, maybe we could introduce some sort of a tactical module that can be customized with something similar to EVE module scripts
What do you think?
(I'm stepping a bit outside of my area off expertise here so this is mostly just brainstorming) |
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Oso Peresoso
RisingSuns
386
|
Posted - 2013.07.30 05:34:00 -
[43] - Quote
locations of dead teammates like in other FPS games, even if just for a few seconds. Disappearing from the tacnet without a trace is not very reasonable no matter how you think of it. |
Min0r Treat
Expert Intervention Caldari State
1
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Posted - 2013.07.30 05:36:00 -
[44] - Quote
CCP Android wrote:This is fantastic feedback,
I-Śm thinking about this from the point off view of how we can technically pull this off. But this thread is really interesting and I would love some more ideas.
How would you see skills play into this. For example, if I were a pilot and I wanted to train skills that would increase the usefulness of my mini-map. If I then were to switch over to infantry the information on my mini-map would be less useful, unless I was specialized in infantry type of battle analysis
Same goes with modules, maybe we could introduce some sort of a tactical module that can be customized with something similar to EVE module scripts
What do you think?
(I'm stepping a bit outside of my area off expertise here so this is mostly just brainstorming) |
Minor Treat
The Enclave Syndicate Dark Taboo
24
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Posted - 2013.07.30 05:38:00 -
[45] - Quote
CCP Android wrote:This is fantastic feedback,
I-Śm thinking about this from the point off view of how we can technically pull this off. But this thread is really interesting and I would love some more ideas.
How would you see skills play into this. For example, if I were a pilot and I wanted to train skills that would increase the usefulness of my mini-map. If I then were to switch over to infantry the information on my mini-map would be less useful, unless I was specialized in infantry type of battle analysis
Same goes with modules, maybe we could introduce some sort of a tactical module that can be customized with something similar to EVE module scripts
What do you think?
(I'm stepping a bit outside of my area off expertise here so this is mostly just brainstorming) i think its a great idea and would add a new form of logistics game style to Dust. I could see a Detection skill on the same tree as where the hacking system skill, repair tool, nano circuitry, active scanner, ect. Or even another skill setting into the active scanner called Detection skills. Something along those lines or something. Maybe per each level you get a module effectiveness 2% increase as well as the module unlocks. [/quote]
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Minor Treat
The Enclave Syndicate Dark Taboo
24
|
Posted - 2013.07.30 05:41:00 -
[46] - Quote
XxGhazbaranxX wrote:
- ranges on the minimap. ranges
- effective weapon range on the minimap (think EvE online's tactical overview
- other color for squad mates (purple could possible stand out) on the other hand instead of a different color maybe a different Icon can better distinguish squad members, an S maybe.
- Lgi players appear as an R
- option to make it bigger or smaller to show more of the area.
- An exclamation mark on players with low armor
this is a good idea but perhaps some better icons i don't want to see S;s flying on my radar that would be annoying but yes another icon to distinguish them |
Aeon Amadi
A.N.O.N.Y.M.O.U.S. League of Infamy
2251
|
Posted - 2013.07.30 07:08:00 -
[47] - Quote
CCP Android wrote:This is fantastic feedback,
I-Śm thinking about this from the point off view of how we can technically pull this off. But this thread is really interesting and I would love some more ideas.
How would you see skills play into this. For example, if I were a pilot and I wanted to train skills that would increase the usefulness of my mini-map. If I then were to switch over to infantry the information on my mini-map would be less useful, unless I was specialized in infantry type of battle analysis
Same goes with modules, maybe we could introduce some sort of a tactical module that can be customized with something similar to EVE module scripts
What do you think?
(I'm stepping a bit outside of my area off expertise here so this is mostly just brainstorming)
If you want to go the route of Scripts you could connect Active Scanners to the associated skills like Profile Dampening and Precision Enhancement. That way, instead of having modules that no one can really benefit from (+25% Scan Radius module on 2.5m scan radius is kinda lame) you could use those modules to ENHANCE the capabilities of the Active Scanner.
This way you could technically do away with some of the different variants and focus the player more on specializing in it by combining the use of the Equipment (Active Scanner) with the Module (Precision Enhancer) to increase the output effect, sacrificing from the rest of the fitting and making it a lasting decision as opposed to just picking up a different variant.
Alternatively, you could use it to enhance the variant that you're using. I wouldn't mind a 25% range boost on the Prototype Active Scanner that reveals targets for 25 seconds |
Iron Wolf Saber
Den of Swords
6757
|
Posted - 2013.07.30 08:35:00 -
[48] - Quote
A light blue ring that matches effective weapon range. |
Nova Knife
Seituoda Taskforce Command Caldari State
1271
|
Posted - 2013.07.30 08:41:00 -
[49] - Quote
I'd really like to see a return of the map from the true uprising build (You know, from december 2011 :P)
The old map system had a 'satellite view' which gave a clear indication of how far away things on the map were, what kind of obstacles were ahead terrain-wise, etc.
It was never really explained why this went away for a generic black box with abstract information, and it's definitely less functional in it's current form.
I'd love to see that come back, where the mini-map is an actual map of the terrain surrounding you. |
RedRebelCork
Ahrendee Mercenaries EoN.
239
|
Posted - 2013.07.30 08:43:00 -
[50] - Quote
CCP Android wrote:This is fantastic feedback,
I-Śm thinking about this from the point off view of how we can technically pull this off. But this thread is really interesting and I would love some more ideas.
How would you see skills play into this. For example, if I were a pilot and I wanted to train skills that would increase the usefulness of my mini-map. If I then were to switch over to infantry the information on my mini-map would be less useful, unless I was specialized in infantry type of battle analysis
Same goes with modules, maybe we could introduce some sort of a tactical module that can be customized with something similar to EVE module scripts
What do you think?
(I'm stepping a bit outside of my area off expertise here so this is mostly just brainstorming)
Skills typically work in conjunction with items, adding more equipment vastly increases the possibilities.
- Scan Anomaly Detection Skill - Increased chance to detect cloaked enemies, mines and explosives at close range.
- Scan Echo Analysis Skill - Increase time that scan results are displayed.
- Scan Accuracy Skill - Better chance to determine vehicle type. Unknown vehicle shows as ?
- Scan Jammer Equipment - For dropsuits and vehicles.
- Scan Jammer Proficiency Skill - Reduces scan profile of nearby units from enemy scans.
- Scan Jammer Coherence Skill - Increases range of Scan Jammer by 10% per level.
- Acoustic Scanner Equipment - Longer range but less accurate version of Active Scanner that relies on audio clues.
- Acoustic Scanner Fidelity Skill - More precise returns
- Acoustic Scanner Noice Cancelling Skill - Better range
- Target Scanner Equipment - Less range and accuracy than AS. Gives shorter lock-on timers and better target intel.
- Target Painter Equipment - A line of sight target scanner. Improved targetting bonus but can't scan through obstacles.
- Target Painting Skill - Decrease lock-on timers for scanned targets by 3% for TS, 5% for TP
- Scan Disruptor Equipment - Vehicle equipment that masks vehicle type and increases lock-on timers for enemies.
- Scan Disruptor Field Coherence - Lvl1 protects just your vehicle, each additional lvl adds 5m range. A logi-centric item.
Other feedback:
- Might be cool if Flux Grenades greyed out bubbles of the mini-map for a second or two as they interfere with sanning.
- As another poster pointed out, would be nice to have KIA friendlies turn to grey and fade away to give an indication of kill-zones and crumbling flanks.
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Laurent Cazaderon
What The French CRONOS.
1898
|
Posted - 2013.07.30 09:23:00 -
[51] - Quote
CCP Android wrote:This is something that we plan to look at.
What would you like to see added?, other than rough outlines of the buildings, which I agree is a good idea
Dont know if it's been mentionned already. But what every player with a thing for teamplay would love is to finally have that grid system we heard about a while back. And it being available on both map view and mini map so you can easily transmit localisation information of the enemy.
This is would be uber usefull, especially with the changes to the scanning system that Wolfman mentionned in another thread. |
G Torq
ALTA B2O
195
|
Posted - 2013.07.30 09:33:00 -
[52] - Quote
CCP Android wrote:This is fantastic feedback,
I-Śm thinking about this from the point off view of how we can technically pull this off. But this thread is really interesting and I would love some more ideas.
How would you see skills play into this. For example, if I were a pilot and I wanted to train skills that would increase the usefulness of my mini-map. If I then were to switch over to infantry the information on my mini-map would be less useful, unless I was specialized in infantry type of battle analysis
Same goes with modules, maybe we could introduce some sort of a tactical module that can be customized with something similar to EVE module scripts
What do you think?
(I'm stepping a bit outside of my area off expertise here so this is mostly just brainstorming)
I could definately see a small(!) skill-tree, for allowing various scanner-related bits and bobs: * Active Scanners (usability) * Active Scan Range (incr range) * Active Scan Precision (lower dB) * Active Scan Detail (more information about targets) * Passive Scan Range * Passive Scan Precision * Passive Scan Detail * Scan Sharing (number of targets you can share with/receive from TACNET) * Scan duration (lengthen time a target is painted) * Infantry Radar (general % increases, unlock modules) * Vehicle Radar (general % increases, unlock modules) * Radar map detail (Unlock modules, lvls1-5:Buildings, topography, heatmapping)
RedRebelCork has a nice list, but be careful of getting in SP-Sink territory.
Modules: * Base Radar * Detailed Radar (buildings, topography) * Combat Radar (heatmapping, Fog'o'War) * Medical Radar (Allied details, team mates, downed targets) * Scout Radar (Range, precision, own precision, sharing details to squad and/or team) * Target Painter "gun" (EQ, requires shooting target, lights up xmas tree) (all of these for vehicles too, except the target painter)
Note: I'd like to see the center of the radar (the "Me") move, when driving/flying, offsetting it such that the radar shows more of the area in the direction of movement. Alternatively (as a nerf?), offset the center in the direction of movement, to represent the limited information .
|
Jason Pearson
Seraphim Auxiliaries
2246
|
Posted - 2013.07.30 11:05:00 -
[53] - Quote
CCP Android wrote:This is fantastic feedback,
I-Śm thinking about this from the point off view of how we can technically pull this off. But this thread is really interesting and I would love some more ideas.
How would you see skills play into this. For example, if I were a pilot and I wanted to train skills that would increase the usefulness of my mini-map. If I then were to switch over to infantry the information on my mini-map would be less useful, unless I was specialized in infantry type of battle analysis
Same goes with modules, maybe we could introduce some sort of a tactical module that can be customized with something similar to EVE module scripts
What do you think?
(I'm stepping a bit outside of my area off expertise here so this is mostly just brainstorming)
For Pilots, I know two things that would be great (Especially in a Aerial vehicle)
Larger Minimap Lock on Missiles displayed
So, when I'm flying I'm able to see the swarms on the minimap that are tailing me. |
Touchy McHealz
Vherokior Combat Logistics Minmatar Republic
15
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Posted - 2013.07.30 13:10:00 -
[54] - Quote
I am 100% AGAINST there being skills that are "must trains".
Having to train skills to be able to use the minimap is a terrible idea. Might as well make us train a skill to not trip over our own 2 feet and break our necks falling down.
Slippery slope is slippery.
Every skillpoint we allocate should be giving us something useful, not giving us baseline FPS game performance.
Immortal clone soldier, veteren of a thousand battles. Can't figure out how to walk and chew gum at same time. Needs to spend hours of training learning how to use the navigation system in the 3mil SP suit he is wearing. All bad ideas. |
Oso Peresoso
RisingSuns
388
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Posted - 2013.07.30 13:29:00 -
[55] - Quote
Touchy McHealz wrote:I am 100% AGAINST there being skills that are "must trains".
Having to train skills to be able to use the minimap is a terrible idea. Might as well make us train a skill to not trip over our own 2 feet and break our necks falling down.
Slippery slope is slippery.
Every skillpoint we allocate should be giving us something useful, not giving us baseline FPS game performance.
Both funny and makes a reasonable point. That said some skills are always 'must trains,' and this is OK as long as you're getting something for it that is fun.
I think before we get bogged down into skills and what they do, this needs to be more of a general conversation about the minimap, what it does, and what you get from it. We don't want people to train a bunch of skills to use it, and then realize some people have an effective 30m radius passive scan and the game is broken or something.
Before the minimap gets serious iterations in this direction (beyond basic things that don't require skills), I would MUCH RATHER see the mechanics of the tacnet iterated on or at least clearly explained. Specifically, scan precision and suit profile should affect sensitivity to LOS visual spotting. |
RedRebelCork
Ahrendee Mercenaries EoN.
241
|
Posted - 2013.07.30 13:34:00 -
[56] - Quote
Touchy McHealz wrote:I am 100% AGAINST there being skills that are "must trains".
Having to train skills to be able to use the minimap is a terrible idea. Might as well make us train a skill to not trip over our own 2 feet and break our necks falling down.
Slippery slope is slippery.
Every skillpoint we allocate should be giving us something useful, not giving us baseline FPS game performance.
Immortal clone soldier, veteren of a thousand battles. Can't figure out how to walk and chew gum at same time. Needs to spend hours of training learning how to use the navigation system in the 3mil SP suit he is wearing. All bad ideas.
Ideally these skills would only apply to the specialists. For example you would have an EWAR player in your squad providing extra sensor input to your HUD, and probably trying to block enemy sensors detecting you also. Same as we have specialised healers and AV right now.
I'm weary of them gimping the map by removing feedback for the whole team yes, but I'm willing to give them the benefit of the doubt for now. |
Iskandar Zul Karnain
Hellstorm Inc League of Infamy
1459
|
Posted - 2013.07.30 13:56:00 -
[57] - Quote
I would like to see all cardinal points on the mini map and a grid overlay on the overhead map. |
IgniteableAura
Pro Hic Immortalis League of Infamy
80
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Posted - 2013.07.30 14:09:00 -
[58] - Quote
-Keep minimap a single size rather than expand when sprinting -Add other 3 nautical directions -More obvious way to highlight altitude of red/blue dots -Only highlight downed blues or those in need of ammo if you have the equipment (I get injector requests all the time w/o injectors equipped) -Change health bar to single bar with 2 different colors for the tank type. Could also do this with MCC to reduce HUD clutter. -Toggable effective range circle/hue (Both of these would reduce the "spreadsheet" feel at the bottom of the HUD. Could possibly do away with if visual cue are not cluttered) -Give vehicles directionality on minimap -Remove nanohives/remote icons from large minimap (pause menu) -Change squad color so its easier to distinguish (green vs blue is difficult) -Give minimap individual personalization options such as opacity settings and color options or HUD in general (change our crosshair color/type, squad member vs SL vs not in squad color, nanohive vs remote color, Nautical direction color, etc) -If not possible for HUD customization, at least give some contrast to the different things on minimap (nanohive/remote/links/objectives and unsquaded members have the same color. -Give map some 3D shape
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Lucifalic
Baked n Loaded
30
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Posted - 2013.07.30 14:20:00 -
[59] - Quote
Didn't see it mentioned. What about jammers that fuzz out or destroy enemy mini maps(As long as the mini maps are improved with some suggestions in this thread to make them worthwhile). That would help stealthers have some fun but still alert people someone is close to have balance. Make it handheld or deployable whatever that's up for discussion. Good times |
Lucifalic
Baked n Loaded
30
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Posted - 2013.07.30 14:24:00 -
[60] - Quote
Also could have decoys, grenades or deployable equipment. Higher levels of equipment showing more red dots on the map. People who learn to use the map well or have accurate scanners could help identify them as decoys for balance |
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