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Author |
Thread Statistics | Show CCP posts - 2 post(s) |
Oso Peresoso
RisingSuns
394
|
Posted - 2013.07.30 14:28:00 -
[61] - Quote
IgniteableAura wrote: -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)
I literally NEVER look at this against an enemy. I don't even see it really. I might check it out if pointing at a friendly. |
S Park Finner
BetaMax.
189
|
Posted - 2013.07.30 14:49:00 -
[62] - Quote
CCP Android wrote: ... 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 ... Unfortunately, the relationship between the mini-map, suits, modules and skills can't be separated. We can, though, be guided by some principles.
- Mini-maps should be different for drop suits and for vehicles.
- Basic mini-maps should have all the capabilities needed to do the job the suit or vehicle is supposed to do.
- GÇ£ScanningGÇ¥ modules should add role-specific enhancements to the mini-map, not add capabilities. The reasoning is that anyone should be able to play any role at some basic level then have the ability to specialize in it if they find they like it.
- Different vehicle types (LAV, HAV, Aircraft) should have vehicle specific mini-maps designed to enable the role of the vehicle.
- Specialized suits should enhance the capabilities of their corresponding specialized modules. The reasoning is that the suits represent increased player effectiveness and the modules are the way the player chooses a particular functional capability. Suit enhancements would stack with module enhancements and in the case of vehicle and weapon modules, with the higher skill bonuses to provide significant boosts in increasingly narrow ranges. Limitation on the number of modules fitted would provide a core means of balance.
Using the pilot suit as an example... Anyone could pilot a vehicle and fit their suit or vehicle with any module they have skill for. A basic suit gets a basic mini-map appropriate to the vehicle.
A generic scanning skill would enable various HUD and mini-map upgrade modules and give them a boost at higher levels. As an example, all mini-maps would give some kind of threat warning like a beep at lock on and icon on the mini-map edge. An GÇ£early warningGÇ¥ module could give the warning earlier and at higher levels show the track of the incoming missile. At the highest level the module could expand the mini-map to show the track sooner.
A pilot suit could increase the effectiveness of all vehicle specific modules so the early warning module would give even faster response and earlier expansion of the mini-map.
An Aircraft pilot suit specialization could enable pilot suit early warning modules that would stack with vehicle early warning modules and give bonuses to both those modules. It might even focus on particular threat types, for example missiles.
The result would be that a really paranoid aircraft pilot could stack all kinds of threat awareness bonuses but at the expense of modules that, for example, improved vehicle handling, tanking, or damage dealing. |
shaman oga
Nexus Balusa Horizon DARKSTAR ARMY
371
|
Posted - 2013.07.30 16:13:00 -
[63] - Quote
A thing that is needed is to know if someone need ammo, if a guy is under 30% ammo it should appear a different symbol in the minimap and in the HUD.
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Mobius Kaethis
Molon Labe. League of Infamy
392
|
Posted - 2013.07.30 16:28:00 -
[64] - Quote
How about an option to lock the direction North is in on the minimap. It would be much easier for me to use then. |
Knightshade Belladonna
Mannar Focused Warfare Gallente Federation
768
|
Posted - 2013.07.30 17:02:00 -
[65] - Quote
cSRT4 wrote:Something so easy it's brainless to never have had or to leave it out... when an enemy fires his/her weapon, that enemy should show up. PERIOD! The suits may have dampening and such but the weapons don't have silencers. One of MY biggest pet peeves with DUST. Seriously. NO gun has a silencer. Whether the enemy is firing at you or someone total opposite direction, they should show up on the minimap. You could then reduce the amount of time said enemy stays on the minimap according to their suit but be realistic. Guns make noise. Loud noise. All of them.
Some guy is running around with a silenced shotgun -_-
I'm sure he is taking advantage of some sort of glitch or something -_-
I got killed 3 times by it in a match, me and my friend next to me were both like wtf..
First time He ran into me, I thought I was getting sniped lol
|
I-Shayz-I
Forty-Nine Fedayeen Minmatar Republic
504
|
Posted - 2013.07.30 17:52:00 -
[66] - Quote
I don't care about building outlines as much. What I would rather see on the minimap/hud is different icons for the different suits.
If someone is wearing a heavy suit, they should have a bigger dot so that I don't charge around a corner expecting an assault...or so that if I need reps or ammo I can head towards a logi.
Also, get rid of the annoyingly huge amount of clutter that is Drop Uplinks and Nanohives. We don't need to see our team's drop uplinks...just pointless. Also, the ability to see enemy drop uplinks should be harder depending on the uplinks themselves. Better uplinks should be harder to detect. I don't want the enemy to see our uplinks so easily, and I don't want the enemy's cluttering up my radar.
As a final note, enemy nanohives do not need to show up on our radar at all, and if we have a high enough precision, we should be able to see enemy RE's. That is all. |
Bettie Boop 2100190003
A.N.O.N.Y.M.O.U.S. League of Infamy
70
|
Posted - 2013.07.30 18:05:00 -
[67] - 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 CCP SOONGäó so stop asking! |
Sylwester Dziewiecki
BetaMax.
129
|
Posted - 2013.07.30 18:46:00 -
[68] - Quote
Iron Wolf Saber wrote:A light blue ring that matches effective weapon range. IgniteableAura wrote: change our crosshair color
Let's connect this two idea and create crosshair that determine our effective weapon range on target by it color. Red - 100% Orange - 50% Yellow - 10% etc. |
Mobius Wyvern
Guardian Solutions DARKSTAR ARMY
3071
|
Posted - 2013.08.12 18:57:00 -
[69] - Quote
Bettie Boop 2100190003 wrote: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 CCP SOONGäó so stop asking! Go somewhere else.
You guys ***** about lack of communication, and then when you get it you ***** about that to? |
Encharrion
L.O.T.I.S.
114
|
Posted - 2013.08.13 01:11:00 -
[70] - Quote
Sylwester Dziewiecki wrote:Iron Wolf Saber wrote:A light blue ring that matches effective weapon range. IgniteableAura wrote: change our crosshair color
Let's connect this two idea and create crosshair that determine our effective weapon range on target by it color. Red - 100% Orange - 50% Yellow - 10% etc.
I like this, much easier to tell if you are at the right range than looking down at the bottom left while simultaneously trying to aim and shoot at your target. |
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shaman oga
Nexus Balusa Horizon DARKSTAR ARMY
543
|
Posted - 2013.09.04 11:00:00 -
[71] - Quote
It's time to revive this thread. With the new maps with interiors and hallways and the disabled squad vision, an improvement on minimap is really needed. First of all, we should be able to see the rough shape of the structures around us, i had problems to find the way out of certain buildings yesterday |
Gabriella Grey
XERCORE E X T E R M I N A T U S
41
|
Posted - 2013.09.04 15:42:00 -
[72] - Quote
broonfondle majikthies wrote:Can you make an option to remove certain icons? namely the remote explosives, drop uplinks and nanohives I ask because sometimes its hard to say to squad mates where a certain threat is (like e.g. "a tank is north of alpha") when I can't see the name tag on the objective because of all the support equipment ppl dump on top of it
With the new map when you need to spawn, if you zoom in closer you can see in much more detail and this shouldn't be an issue anymore. Good job on this CCP! |
Kalisi Marada
Kameira Lodge Amarr Empire
11
|
Posted - 2013.09.04 16:09:00 -
[73] - Quote
Mobius Kaethis wrote:How about an option to lock the direction North is in on the minimap. It would be much easier for me to use then.
I too would like to be able to lock the north in the up position just like 99% of all the maps made in the world. A spinning/rotating map as basicly usless to me. If I am headed Southeast then I want to see me heading Southeast on the map NOT NORTH. |
Demetrius Miliardo
Algintal Core Gallente Federation
4
|
Posted - 2013.09.04 16:26:00 -
[74] - 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
@ CCP Was wondering if Kills/engagements per minute is bring monitored now in 1.4 in comparison to 1.3 when minimap was shared amongst squad. It seems to be that more and more now engagments can be hard to come by with map size being what it is, no biult in lanes of travel or choke points and now without a shared minimap to see where the enemy is, many time I wondering about the play field feeling alone and very disconnected. I would seem that inorder to keep game play progressing being able to see what ur squad is engaging and where is essential.
Am i flaud in my thinking? Thank you CCP in advance for your responds |
shaman oga
Nexus Balusa Horizon DARKSTAR ARMY
549
|
Posted - 2013.09.04 16:32:00 -
[75] - Quote
Demetrius Miliardo wrote: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 @ CCP Was wondering if Kills/engagements per minute is bring monitored now in 1.4 in comparison to 1.3 when minimap was shared amongst squad. It seems to be that more and more now engagments can be hard to come by with map size being what it is, no biult in lanes of travel or choke points and now without a shared minimap to see where the enemy is, many time I wondering about the play field feeling alone and very disconnected. I would seem that inorder to keep game play progressing being able to see what ur squad is engaging and where is essential. Am i flaud in my thinking? Thank you CCP in advance for your responds Find a friend with an active scanner and your minimap will be full of red dots again. |
Absoliav
Tronhadar Free Guard Minmatar Republic
61
|
Posted - 2013.09.05 06:30:00 -
[76] - Quote
Range, our mini map should have our suits scan range always showing up on the corner of it, and some range outlines, example, we are in the center, 0m, a line surrounding us on the mini-map would represent 5m, and another ring out from that would show 10m.
Another thing that could help is to have our suit scan radius, precision, and our profile stats show up on the fitting screen, but that's off topic. |
shaman oga
Nexus Balusa Horizon DARKSTAR ARMY
783
|
Posted - 2013.10.17 09:19:00 -
[77] - Quote
Will there be some of the things we have suggested here in 1.6? |
Olomo Daygon
ZionTCD
3
|
Posted - 2013.10.17 11:21:00 -
[78] - 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
The one thing I learned form 4 years in the military is the K.I.S.S method (Keep It Simple Stupid). The details of the mini map are awesome but some times to much "Noise" on a map makes it less functional. So i would suggest a simple Gray scale map that indicates terrain elevations and prominent points of interest(Buildings and capture points). This map would also be able to be displayed in the War Barge. Allowing Team leaders to set objectives for his squads. |
shaman oga
Nexus Balusa Horizon
1226
|
Posted - 2013.12.29 11:55:00 -
[79] - Quote
Not locked, i'll use my necromancer powers
"Our Blueberries are better than yours"
My Terribad Bolas Launcher
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Jacques Cayton II
Providence Guard Templis CALSF
374
|
Posted - 2013.12.29 13:38:00 -
[80] - 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 You could look at military maps and go by that they are simple and easy to read with clear indicators on what's in the area. If I need to explain more I can.
We fight for the future of the State not our
personal goals
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Niuvo
NECROM0NGERS Covert Intervention
947
|
Posted - 2013.12.29 14:53:00 -
[81] - Quote
On the topic of minimaps, should active and passive scanners tell you which way the enemy is looking at??
This thread calls for radar jamming grenades/equipment. |
deepfried salad gilliam
Sanguine Knights
345
|
Posted - 2013.12.29 18:22:00 -
[82] - Quote
cSRT4 wrote:Something so easy it's brainless to never have had or to leave it out... when an enemy fires his/her weapon, that enemy should show up. PERIOD! The suits may have dampening and such but the weapons don't have silencers. One of MY biggest pet peeves with DUST. Seriously. NO gun has a silencer. Whether the enemy is firing at you or someone total opposite direction, they should show up on the minimap. You could then reduce the amount of time said enemy stays on the minimap according to their suit but be realistic. Guns make noise. Loud noise. All of them. our scanners dont find where gunshots are ,they only look for scan signature.
"May God our Father and the Lord Jesus Christ give you grace and peace" - Second Corinthians chapter one verse two.
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BL4CKST4R
WarRavens League of Infamy
1450
|
Posted - 2013.12.29 18:26:00 -
[83] - Quote
deepfried salad gilliam wrote:cSRT4 wrote:Something so easy it's brainless to never have had or to leave it out... when an enemy fires his/her weapon, that enemy should show up. PERIOD! The suits may have dampening and such but the weapons don't have silencers. One of MY biggest pet peeves with DUST. Seriously. NO gun has a silencer. Whether the enemy is firing at you or someone total opposite direction, they should show up on the minimap. You could then reduce the amount of time said enemy stays on the minimap according to their suit but be realistic. Guns make noise. Loud noise. All of them. our scanners dont find where gunshots are ,they only look for scan signature.
if our scanners don't detect sound then why the he'll do they measure in dB.
The decibel is commonly used in-áacoustics-áas a unit of-ásound-ápressure level, for a reference pressure of 20-ámicropascals-áin air[24]-áand 1 micropascal in water.
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shaman oga
Nexus Balusa Horizon
1574
|
Posted - 2014.02.09 20:34:00 -
[84] - Quote
My hopes are for 1.8
1.8 it's so secret that nobody know what will be in it, even after patch notes...
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Mordecai Snake
Sardaukar Merc Guild General Tso's Alliance
33
|
Posted - 2014.02.09 21:51:00 -
[85] - Quote
Teammates with a repair tool equiped should appear as a cross.
+> Instead of o> |
bogeyman m
Learning Coalition College
78
|
Posted - 2014.02.09 22:17:00 -
[86] - Quote
S Park Finner wrote:CCP Android wrote: ... 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 ... Unfortunately, the relationship between the mini-map, suits, modules and skills can't be separated. We can, though, be guided by some principles. - Mini-maps should be different for drop suits and for vehicles.
- Basic mini-maps should have all the capabilities needed to do the job the suit or vehicle is supposed to do.
- GÇ£ScanningGÇ¥ modules should add role-specific enhancements to the mini-map, not add capabilities. The reasoning is that anyone should be able to play any role at some basic level then have the ability to specialize in it if they find they like it.
- Different vehicle types (LAV, HAV, Aircraft) should have vehicle specific mini-maps designed to enable the role of the vehicle.
- Specialized suits should enhance the capabilities of their corresponding specialized modules. The reasoning is that the suits represent increased player effectiveness and the modules are the way the player chooses a particular functional capability. Suit enhancements would stack with module enhancements and in the case of vehicle and weapon modules, with the higher skill bonuses to provide significant boosts in increasingly narrow ranges. Limitation on the number of modules fitted would provide a core means of balance.
Using the pilot suit as an example... Anyone could pilot a vehicle and fit their suit or vehicle with any module they have skill for. A basic suit gets a basic mini-map appropriate to the vehicle. A generic scanning skill would enable various HUD and mini-map upgrade modules and give them a boost at higher levels. As an example, all mini-maps would give some kind of threat warning like a beep at lock on and icon on the mini-map edge. An GÇ£early warningGÇ¥ module could give the warning earlier and at higher levels show the track of the incoming missile. At the highest level the module could expand the mini-map to show the track sooner. A pilot suit could increase the effectiveness of all vehicle specific modules so the early warning module would give even faster response and earlier expansion of the mini-map. An Aircraft pilot suit specialization could enable pilot suit early warning modules that would stack with vehicle early warning modules and give bonuses to both those modules. It might even focus on particular threat types, for example missiles. The result would be that a really paranoid aircraft pilot could stack all kinds of threat awareness bonuses but at the expense of modules that, for example, improved vehicle handling, tanking, or damage dealing.
^THIS^
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DeathwindRising
ROGUE SPADES
233
|
Posted - 2014.02.09 23:57:00 -
[87] - 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
players should show up as different sizes or shades of color depending on their scan profile. so an enemy heavy suit would appear as a big bright red dot, while a scout would appear as a little dull red dot. so we cant tell the what each dot.
i hate looking at the mini map and seeing a dot but not sure what it is. |
Kigurosaka Laaksonen
DUST University Ivy League
263
|
Posted - 2014.02.10 03:10:00 -
[88] - Quote
CCP Android wrote:This is fantastic feedback,
I-¦m 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)
My knee jerk reaction is that I don't like the idea of skills related to the minimap. That would be like skills improving EVE's dscan.
DUST 514 Recruit Code - https://dust514.com/recruit/zluCyb/
EVE Buddy Invite - Too damn long. Ask me for it.
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The-Errorist
501
|
Posted - 2014.02.10 05:08:00 -
[89] - Quote
Nova Knife wrote: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. This |
dullrust
Subsonic Synthesis RISE of LEGION
43
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Posted - 2014.02.10 05:34:00 -
[90] - Quote
umm could we get something that shows height difference? just a simple ^ or v ? like if they are 5m higher/lower or more.
I am nobody.
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