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Author |
Thread Statistics | Show CCP posts - 2 post(s) |
shaman oga
Nexus Balusa Horizon DARKSTAR ARMY
362
|
Posted - 2013.07.29 08:32:00 -
[1] - Quote
The minimap is a very important feature, but i would like to have a better minimap, right now is all black with blue/red dots and hackable installations highlighted, i suggest to have a minimap with the rough shape of the buildings around us and the indications of nord,sud,west,est . |
Doyle Reese
OSG Planetary Operations Covert Intervention
334
|
Posted - 2013.07.29 08:36:00 -
[2] - Quote
we have a North on the minimap, the others isn't really required. The outline idea would be nice though! |
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CCP Android
C C P C C P Alliance
79
|
Posted - 2013.07.29 08:52:00 -
[3] - Quote
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 |
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fell and died
Red and Silver Hand Amarr Empire
37
|
Posted - 2013.07.29 09:01:00 -
[4] - Quote
Yes, NWSE indicators would be nice because, I have to admit, in the midst of a heated battle I mix those up sometimes
Also, maybe we could get different dots for large / medium / small frame dropsuits? |
broonfondle majikthies
P.O.N.A.G.S. D.E.F.I.A.N.C.E
56
|
Posted - 2013.07.29 09:03:00 -
[5] - Quote
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 |
ChromeBreaker
SVER True Blood
936
|
Posted - 2013.07.29 09:06:00 -
[6] - 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
Have the map tied into the Planning table on the Barge...
I like the mini map as it is as it feels like telemetry from above... updating as more info becomes available, its very useful in all its 3D goodness... all i ask is you DONT add interior details of buildings
|
Kaze Eyrou
Turalyon 514
338
|
Posted - 2013.07.29 09:06:00 -
[7] - 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 Could we get something that allows us to easily identify who the squad leader is from the minimal from within our squad? That way during the heat of battle we can just glance up and notice that my icon is different meaning I'm squad lead or that my squadmate next to me's icon is different so we know he is the squad lead.
I know we can press select and check but I've died that way so many times now >.< |
RedRebelCork
Ahrendee Mercenaries EoN.
222
|
Posted - 2013.07.29 09:09:00 -
[8] - Quote
Don't say we never give you anything Android
- Contour lines would be nice.
- Smaller nanohive icons might be a good idea.They can be overbearing at times.
- Highlight players that are low on ammo.
- Highlight players that require repairs.
- Show players in your squad that are currently broadcasting on voice comms.
- Identify enemy squad leaders when actively scanned.
- Show a flashing cross-hair where an orbital stike is being deployed.
- New icons for vehicles showing class and what direction they are facing (BF3 do this well).
- Icons should slowly fade out from last known location rather than disappear.
|
cSRT4
SyNergy Gaming EoN.
16
|
Posted - 2013.07.29 09:10:00 -
[9] - Quote
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. |
Gaelon Thrace
DUST University Ivy League
89
|
Posted - 2013.07.29 09:18:00 -
[10] - 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. Yeah, they should show up when they shoot and fade out when they stop shooting. It would be yet another blow to Scout suits, but I have to advocate for the betterment of the game as a whole and not just for the advantage of my niche. |
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DS 10
G I A N T EoN.
628
|
Posted - 2013.07.29 09:27:00 -
[11] - 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
Distinction between Objective marker and other markers
Along the same lines, on the spawn screen, it would help if when you selected a spawn it told you what exactly you were spawning on (Objective, uplink, or CRU)
Also, a faded shade of red/blue for equipment under structures would add some accuracy to spawns/uplink hunting |
cSRT4
SyNergy Gaming EoN.
17
|
Posted - 2013.07.29 09:33:00 -
[12] - Quote
One other thing. ALL vehicles should show up if they have a driver. I mean c'mon. They have motors/ engines. Motors/engines make noise. ALL of them (even Priuses; except stealth bombers). If their not being driven, sure the engines not running. The moment they start moving, they make noise.
simple theme here: if it makes noise, it SHOULD show up on the minimap. |
smartlayer
What The French CRONOS.
11
|
Posted - 2013.07.29 09:45:00 -
[13] - Quote
NSWE ARE needed
An option to allow the minimap not to turn but only your little ICON (keeping North alway on top)
Option to show up or not some specific items as stated above is a good idea too
Perhaps distance indicator of the circles for the new players ? (while in the academy) |
Robert JD Niewiadomski
NULLIMPEX INC
403
|
Posted - 2013.07.29 10:03:00 -
[14] - Quote
Hooray |
RedRebelCork
Ahrendee Mercenaries EoN.
226
|
Posted - 2013.07.29 10:03:00 -
[15] - Quote
More:
- When an enemy fires a weapon nearby a red dot should pop up briefly on the map signifying their location but not what direction they are facing. This would be a "snapshot" as such, briefly showing where an enemy was and fading away until they fire again.
Silencers could be used on some weapons to mitigate the risk of detection from firing your weapon.
- Enemy swarm missiles should display on the map as incoming. Due to rendering issues it can be hard to see where they are coming from, the map would be a good help in this regard.
|
Aeon Amadi
A.N.O.N.Y.M.O.U.S. League of Infamy
2242
|
Posted - 2013.07.29 10:13:00 -
[16] - 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
I would love it if the minimap didn't expand/shrink depending on our movement. Right now if you sprint to an objective and stop to hack that objective it takes a few seconds for the minimap to iron itself out and give accurate locations. Is that enemy 50m away or is he 25m away? Won't know until the minimap shrinks back to normal size. |
shaman oga
Nexus Balusa Horizon DARKSTAR ARMY
368
|
Posted - 2013.07.29 10:15:00 -
[17] - Quote
Basicaly the minimap should be a zoom of the map, the scan of the sorrounding area is provided by the suit, all the additional info are provided by the suit / tacnet. Example: the tacnet don't know if there is a crate there, but if my suit is near it should show up (suit provided info), i can't see if there is an enemy behind a crate but if a teammate see him i can see him too,if he is in range of my minimap (tacnet provided info)
Gaelon Thrace 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. Yeah, they should show up when they shoot and fade out when they stop shooting. It would be yet another blow to Scout suits, but I have to advocate for the betterment of the game as a whole and not just for the advantage of my niche.
I agree with this too, minimap should not show the direction but only the presence of someone if he shoots behind me, i know that if it's not blue it's red, but the sound direction is not very clear. |
Den-tredje Baron
ParagonX
175
|
Posted - 2013.07.29 10:19:00 -
[18] - 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
RedRebelCork wrote:Don't say we never give you anything Android
- Contour lines would be nice.
- Smaller nanohive icons might be a good idea.They can be overbearing at times.
- Highlight players that are low on ammo.
- Highlight players that require repairs.
- Show players in your squad that are currently broadcasting on voice comms. OPTIONAL
- Show a flashing cross-hair where an orbital stike is being deployed.
- New icons for vehicles showing class and what direction they are facing (BF3 do this well).
- Icons should slowly fade out from last known location rather than disappear.
Above list (i've removed one as that would just make squad leaders targeted insanely and as they don't really have the biggest role yet why hunt them) is really good. One of the things i had to get used to just as i began playing was, that nothing was outlined on the map. So having had the time to learn the map is a huge huge advantage over new players getting in.
Having something as a rough outline of buildings and such would very very nice, also marking ladders would be nice and maybe different altitude levels can be coloured with a thicker and thicker grey colour ? So example a droppad is on the top of a roof, the ground is black while the actual roof is coloured grey. The closer the roof is to the ground the less grey it is. mmm yeah hope you get what i mean.
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5Y5T3M 3RR0R
The Southern Legion
48
|
Posted - 2013.07.29 10:36:00 -
[19] - Quote
Vehicles and heavy turrets!
I'm a driver and I can tell you that knowing the direction of a turret is key to understanding behaviour and acting effectively. |
G Torq
ALTA B2O
194
|
Posted - 2013.07.29 11:01:00 -
[20] - 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
- Building outlines
- Topography
- Roads (better traction)
- Heat-mapping (Gunfire/kills)
- In-Theater Ownership/battlelines (who has last had a majority of mercs in the area)
Critical though: Must be possible to turn on/off details on a per-merc basis |
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XxGhazbaranxX
The Unholy Legion Of DarkStar DARKSTAR ARMY
183
|
Posted - 2013.07.29 11:10:00 -
[21] - Quote
- 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
|
Beren Hurin
K-A-O-S theory
834
|
Posted - 2013.07.29 11:26:00 -
[22] - Quote
Its a small request, but it would be nice to know the scale of the map grids in the map feedback threads. |
Beren Hurin
K-A-O-S theory
834
|
Posted - 2013.07.29 11:27:00 -
[23] - Quote
A ring that would show our weapon's optimal and effective ranges. That would make players engage at those ranges more often. |
TEXA5 HiTM4N
ROGUE SPADES EoN.
151
|
Posted - 2013.07.29 11:32:00 -
[24] - 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
instead of nanohives and uplinks giving off a blue aura on the mini map and big map can they just be a symbol? Often times I find picking the uplink i want difficult because the blue bubbles radiating from the other equipment around it. |
Sylwester Dziewiecki
BetaMax. CRONOS.
120
|
Posted - 2013.07.29 11:40:00 -
[25] - 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 First of all, I would replace dot at the center with some other figure-like vehicle in which you are. Our present radar/mini map is missing sense of distance, it have some circles but they are not described, I don't even know do my infantry-modules work correctly at extending scan range, or what actual range I revele with my vehicle scanners. What ever you will do, do not forget to add lams to it.
PS As a vehcile pilot, I would like to have one extra minimap in me vehicle - right now I have to open spawn screen to check hostile vehicle movement on the map, and while I'm there someone can blow up me HAV, and I'm not even notice about it(no red light, no beeping, nothing). And that's why I want to have option to open minimap, enlarge it, so I can see 3/4 of me normal HUD, and that enlarged-minimap it could be 'thing' available just for someone with Pilot suit. |
S Park Finner
BetaMax. CRONOS.
186
|
Posted - 2013.07.29 11:41:00 -
[26] - Quote
I'm a beginning pilot and the things that would help me most are...
- structure outlines
- Objectives (If you are up in the air they don't show up)
- A separate red-line for the ground and air boundaries -- say red for the ground, yellow for the air (for those that don't know, the map boundary is bigger in the air than on the ground, so you can land or drop off troops and be instantly out-of-bounds.
- Big - easy to read - N,S,E,W - (helps with orientation and when communicating to team mates)
- Some indication of areas that are too steep to climb -- perhaps some shading for cliff sides (can't land on them, can't drop passengers on them)
|
Sylwester Dziewiecki
BetaMax. CRONOS.
120
|
Posted - 2013.07.29 11:50:00 -
[27] - Quote
XxGhazbaranxX wrote:
- effective weapon range on the minimap (think EvE online's tactical overview
It was suggested on FF, so infantry have actual tactical overview around them whenever they want, all they have to do is to choose it from radial menu and it appear around them showing weapon range,max range.
I think, It would be really good thing to have, it would give us more space for information that can not fit to minimap. |
Robert JD Niewiadomski
NULLIMPEX INC
403
|
Posted - 2013.07.29 12:02:00 -
[28] - Quote
S Park Finner wrote:(...)
- Some indication of areas that are too steep to climb -- perhaps some shading for cliff sides (can't land on them, can't drop passengers on them)
Maybe elevation contour lines will help? With bold markings for clifs. They can be painted with faint color not to obscure main info on the scanner and to blend totally with the background of scanner...
Just for aerial vehicles. It could be a bonus for the incoming pilot suit... |
xAckie
Ahrendee Mercenaries EoN.
278
|
Posted - 2013.07.29 12:08:00 -
[29] - Quote
smartlayer wrote:NSWE ARE needed
allow the minimap not to turn but only your little ICON (keeping North alway on top)
|
Halador Osiris
Dead Six Initiative Lokun Listamenn
506
|
Posted - 2013.07.29 12:29:00 -
[30] - 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 I'd like objectives to show up all the way to the flight ceiling. This would make it easier for dropships with a CRU to maintain a presence somewhere without being tank bait. |
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Avinash Decker
BetaMax. CRONOS.
62
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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 |
|
Oso Peresoso
RisingSuns
386
|
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
|
Posted - 2013.07.30 05:20:00 -
[42] - Quote
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) |
|
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
|
Posted - 2013.07.30 05:36:00 -
[44] - 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) |
Minor Treat
The Enclave Syndicate Dark Taboo
24
|
Posted - 2013.07.30 05:38:00 -
[45] - 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) 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]
|
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-¦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)
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-¦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)
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.
|
|
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-¦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)
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-¦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)
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
|
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
|
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
|
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
|
Lucifalic
Baked n Loaded
30
|
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
|
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 |
|
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.
|
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. |
|
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
|
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
|
|
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.
|
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.
|
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...
|
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^
|
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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Night 5talker 514
Freek Coalition Freek Alliance
182
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Posted - 2014.02.10 06:28:00 -
[91] - 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
For the mini map as well as the HUD I'd like to see squad member equipment the same greenish colour as the squad icons. Also for the HUD (slightly off topic) is to bring back some animation to know you're being remote repaired.
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Raylon Mortien
Eternal Beings Proficiency V.
22
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Posted - 2014.02.10 11:48:00 -
[92] - 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
All Cardinal and intermediate directions or some increment of degrees or mils. Maybe a mix of both Cardinal driections and degrees... something more than the N.
Maybe a way to identify squad mates better, have diiferent emblems for each role a "greenberry" is playing so if you know you have a heavy and your the logi you can just look on the mini map to see which way he ran away from his reps.....
"Sir, we are surrounded!"
"Excellent, now we can attack in any direction!"
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hgghyujh
Expert Intervention Caldari State
271
|
Posted - 2014.02.10 12:10:00 -
[93] - 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
an option for a fixed north minimap, makes direction calling soooooooooomuch easier. |
Cross Atu
OSG Planetary Operations Covert Intervention
1918
|
Posted - 2014.02.11 12:47:00 -
[94] - 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 Beyond the suggestions in the OP (which I support) the ability to color code your squad (or even team) mates as a squad lead would be amazing. I know that may take some work outside of just the minimap but for PC or FW having your squad know "our heavies are purple" or "the guys with injectors in the squad will be teal" etc would contribute a lot to player driven communication that's more than just the vox system. Adding color code options for SL would also give players who are off comms a way to communicate more effectively, and team wide comms would (in theory ) have less reason to be cluttered by random chatter.
0.02 ISK Cross
Edit: Oh and some elevation indicators would be great, even if only for Uplink spawn ins (though having it for more would be useful as well)
SupportSP Rollover & an improved Recruting System
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shaman oga
Nexus Balusa Horizon
1707
|
Posted - 2014.03.04 18:15:00 -
[95] - Quote
Time for another bump before 1.8. I want to add this, equipments and enemies should be showed on the minimap in a different tone of red dark/light, because a lot of time equipment spam show them as unique red blob.
1.8 it's so secret that nobody know what will be in it, even after patch notes...
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Mahal Daj
Mahal Tactical Enterprises
36
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Posted - 2014.03.04 21:02:00 -
[96] - Quote
Mordecai Snake wrote:Teammates with a repair tool equipped should appear as a cross.
+> Instead of o>
I think this idea should be expanded to include all gear.
And I support the specific marking of heavy-suits on the minimap!
Boost your squad's points by 40%, learn to use the Squad Wheel!
I provide training: 1M isk: 90 Minutes of Basic Command
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Meeko Fent
Kirkinen Risk Control Caldari State
1902
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Posted - 2014.03.04 23:09:00 -
[97] - 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 Height indicators on enemy berries.
A little up arrow on the Berrie if above, a little down arrow if it is down.
I hate how it says I'm RIGHT on top of the guy, but he's above me because the map design.
Because you Wanted to be Something your Not.
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jaksol returns
highland marines IMMORTAL REGIME
8
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Posted - 2014.03.05 00:58:00 -
[98] - 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
like when I walk over a tunnel can I see the outline (faintly of course) of the tunnel beneath me?
Bunny hoping stair heavy?!? THE END IS NEAR!!!!
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jaksol returns
highland marines IMMORTAL REGIME
8
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Posted - 2014.03.05 01:06:00 -
[99] - 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.
ok and while we at it how about we just remove scout suits from the game! if i am terrorizing a raspberry squad with my shotgun and I fire a shot they wait know exactly were to find me?? great idea let me just fight off 5 more players with a shortrange weapon and less then 180 hp. no bro you just got to listen to your Sound and try to pinpoint it with direction is coming from
Bunny hoping stair heavy?!? THE END IS NEAR!!!!
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jaksol returns
highland marines IMMORTAL REGIME
9
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Posted - 2014.03.05 01:22:00 -
[100] - Quote
Halador Osiris 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 I'd like objectives to show up all the way to the flight ceiling. This would make it easier for dropships with a CRU to maintain a presence somewhere without being tank bait.
I want to be able to use my cru above flight ceiling so I just don't get crushed buy a player thinking? oh look a dropship! free points! time to bring out my sica
Bunny hoping stair heavy?!? THE END IS NEAR!!!!
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Banjo Robertson
Bullet Cluster Legacy Rising
84
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Posted - 2014.03.05 19:48:00 -
[101] - Quote
Fix the minimap in position so that north is always the top, dont make it spin around when you spin around. |
Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
225
|
Posted - 2014.03.05 20:42:00 -
[102] - Quote
What? No. Nonono.
You can make it an option, but don't enforce it. |
smartlayer
What The French
51
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Posted - 2014.03.16 08:32:00 -
[103] - Quote
With the scanner change in 1.8 this modification is very needed now https://forums.dust514.com/default.aspx?g=posts&m=1941285#post1941285 |
IAmDuncanIdaho II
R 0 N 1 N
267
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Posted - 2014.03.16 09:37:00 -
[104] - Quote
BL4CKST4R wrote: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.
Dude, the decibel is a measurement for several different and separate physical properties, sound is one of them, electronic signatures is another. Our scanners are based on electronic signatures. I see no reason whatsoever that your *suit* becomes detectable because you made a noise. Scanners work on your suit's profile.
I think appearing on some scan because you made a noise is an incredibly bad idea, even without the poor logic behind people's reasoning. Any noise alerts you already, but you don't get to have pinpoint scanner data too.
Jason Pearson wrote: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) 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.
This, plus also, identification of turrets and their direction on the map. I don't play with dropships any more because I can't afford to due to having no counter to railgun turrets. Not sure if this, as I've put it, would be balanced but something to help us stay in the air when the rails are out. |
bamboo x
Eternal Beings Proficiency V.
249
|
Posted - 2014.03.16 11:13:00 -
[105] - 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
Yeah a lot of people have dumb moments "East I mean West!"
Putting all four cardinal directions will promote players to start using the compass more in comms strategy.
You have no idea how many times this conversation has happened:
"I just got sniped!"
Me: From where?
"Uhm... in the mountains!"
Me: Which direction on the compass?
"Compass? Oh, um... I don't know!"
hackable ladders ftw
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Auris Lionesse
Capital Acquisitions LLC Renegade Alliance
453
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Posted - 2014.03.16 12:18:00 -
[106] - Quote
What everyone else says. I just want to be able to customize it.
Have an option for terrain or not, heat mapping as someone put it, directions, etc etc. We should be able to change our HUD/minimap
Let us turn on the 3 dimensional HUD and arrange the HUD as we choose. That goes beyond the minimap itself.
Assigning your own colors to different icons in the minimal and the color of the HUD itself.
Gallente Heavy Ninja Turtles! Gallente Heavy Ninja Turtles!
Heroes in a half Gank!
TURTLE POWER!!!
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
811
|
Posted - 2014.03.16 15:31:00 -
[107] - 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
For my .02 ISK worth...
- tanks, LAVs, and dropships should pretty much always show inside someone's scan radius based on their signature...fight now tanks have better cloaking than scouts.
- add all cardinal directions to minimap and make them a bit more visible
- add the alphanumeric grid reference system to the overhead map screen
They these steps first then evaluate what further upgrades might be warranted.
"Endless money forms the sinews of War." - Cicero
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shaman oga
Nexus Balusa Horizon
1850
|
Posted - 2014.04.10 18:47:00 -
[108] - Quote
2014 Fanfest build?
Hope to see some improvments
The unnamed new build it's so secret that nobody know what will be in it, even after patch notes..
\o/ summon me
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Eko Sol
Strange Playings
152
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Posted - 2014.04.10 19:20:00 -
[109] - 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
I think if a team mate is firing a weapon or getting fired upon they should glow brighter. Sometimes you hear a shotgun and you know someone is merc'ing people around but there is no way to know who and in what direction.
I also think it would be cool if there was some kind of effect for grenades.
I would REALLY like something to indicate elevation as well. If an enemy is in the floor above it would be nice if there was a better indicator. |
JIMvc2
UNREAL WARRIORS
73
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Posted - 2014.04.10 19:38:00 -
[110] - 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 mini map from private beta was awesome.
If you run proto gear, prepare to suffer the consequences. You've been warned.
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low genius
The Sound Of Freedom Dirt Nap Squad.
1459
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Posted - 2014.04.10 23:50:00 -
[111] - 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 look like the closed beta hud. make it different for each race, and make it shake when you run. that was nice.
and (of course) terrain outlines.
eatsbabies cienfuegos
steward of the renegade alliance.
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a brackers
Vanguardian Remnant
11
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Posted - 2014.04.11 23:26:00 -
[112] - Quote
Don't know if it has already been mentioned but I think best is a view of your local area from full zoom in view on tactnet thing, overlaid with red and blue dots and installations etc
Proto dropship pilot
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