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2013-05-15, 12:02 AM | [Ignore Me] #1 | ||
Private
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My biggest gripe about the game involves faction population imbalance (tried to link to your Twitter message about this and my replies, but it embeds the tweet on the page which I don't want -- just see the replies to your tweet; you know which one), but I don't think it qualifies as a "quality of life" suggestion on the order of what you're asking for here.
My quality of life suggestions, roughly in order of most importance to me:
Edit: Oh, also a faster/easier method instead of dropdown menus for choosing class loadouts, plus allowing more loadouts! This should be near the top of my list. Last edited by Tuhljin; 2013-05-15 at 12:30 AM. |
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2013-05-15, 03:12 AM | [Ignore Me] #2 | ||
Sergeant Major
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Some of my own, plus my favourites of the ones so far:
Bugs
Quality of Life
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2013-05-15, 03:35 AM | [Ignore Me] #3 | ||
Aw. Making us feel special, Captain Hair
Let's see. -When redeploying you can pick and customize a class loadout. Have the game pick the last loadout that you selected to customize. Too many times have I changed a loadout before redeploying just to have me spawn in as the first loadout instead of the loadout that I was making changes to before deploying. (LOADOUT 01 instead of LOADOUT 02 as an example. LOADOUT 02 having been the one I wanted to spawn in as) -Have the game remember weapon the configuration you last used. So that when you switch between weapons in a loadout you don't have to re-equip your attachments every time. (For example if I switch from my TAR to my TRV and then back again to my TAR, have the game remember which attachments I put on the TAR before switching to the TRV) -Don't switch the default class over to the LA, ever. Always have it switch over to the last class that I used before redeploying. I don't remember all the instances that makes this happen, but redeploying as a MAX does this. -Put the MBT equipable armour into one cert. -Quick keys for choosing class loadouts. -The toggle zoom needs to be changed. As soon as you reload it should not put you into ADS mode again. Any action not relating to firing your weapon should cancel the ADS. It's especially frustrating since after reloading I slow down because of the movement penalty while ADS'ing, which has meant my death on numerous occasions. -Allow players to toggle locked camo on or off when selecting camo for their weapons, vehicles etc. via the drop down menu. -Better physics for tracked vehicles. They slide far too easily. -Switching from the underslug grenade launcher back to your primary seems to be unresponsive at times. -Make it far more intuitive for players to deploy ammo via the ACE tool. Removing the ammo box as an equipable item and instead binding it to its own key, or the special ability key would work better. -Unresponsive loadout terminals. I take it that this has to do with the amount of players currently inside the loadout screen, or somesuch. It can take quite a while before you're able to access the loadout screen. -Show friendly mines on minimap and allow for easier identification on the HUD. Far too often friendly players have to shoote at mines in order to tell if they are friendly or hostile. -Make decals show up on composite armor. Also the Fleet Plating on the Prowler covers up the decal. Decal placement needs work, especially on a MAX.
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Any sufficiently advanced bug is indistinguishable from a feature *Disclaimer: When participating in a discussion I do not do so in the capacity of a semidivine moderator. Feel free to disagree with any of my opinions.
Last edited by ChipMHazard; 2013-05-15 at 04:31 AM. |
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2013-05-15, 01:16 PM | [Ignore Me] #5 | ||
Nice thread!!
Here are my bug bears Higby my man: 1. I would like a tick box in settings to hide death count and KDR on a session by session basis. If people want it displayed they can, if they hate looking at it they can get rid. Free to play, your way. Everyone wins. 2. Drop down favourite loadouts *need* to be hotkeyed 3. /re needs fixing in large populations. Yelling tactics and strategy isn't great. 4. When being revived it would be nice to see the level of the med-tool user. Also Triage should be cheaper. 5. All squad colours need to be customizable. Purple Charlie isn't great. 6. Passive cert on vehicles: time away from driver seat increases before deconstruct. Keep up the good work
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2013-05-14, 09:34 PM | [Ignore Me] #7 | ||
Second Lieutenant
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Thanks for coming over here and looking for smaller-scale feedback! I prefer these forums knowing I can write a lot more here and more people will actually read and understand it, and it won't get lost in the mass of posts.
1. Engineer has no ability, must drop ammo manually, takes several seconds to appear and difficult to place... Solutions I've seen proposed: Bind ammo pack to F as ability with cooldown (like Charge on a MAX) and drop it like Mines or C4 unless game mechanics would interfere horribly with that. 2. Not being able to spawn where the fight is. This is a big one for me because I try to do defense, and when I redeploy to defend another facility I often find myself not able to get there. This is because outposts are prioritized over main spawn rooms far too much (I'd rather take a main spawn room over any outpost spawns in most cases). The perfect thing would be to have access to... >All spawns in zone >All spawns within 500m of death >All main spawns in adjacent areas >3 "Reinforcements needed" spawns that appear in different areas (preferably those owned by YOUR faction so you can defend them) and never, ever focusing on outposts like they do now. Also, unless "reinforcements needed" are the same for everyone across the continent, add a mechanism by which spawns do not get listed twice and a player playing where reinforcements are needed gets an additional spawn option. Flying up to a tower vehicle terminal from below (from stair or vehicle pad) as LA and then pressing E before landing while facing the terminal... sometimes drags you through the teleporter and pops you out the top. Forcing you to run down again. With deployment near squad leader, sometimes when respawning you get the option to respawn at the point nearest to him/her... and sometimes you don't. Which leads me to look for my squad leader on the minimap, which if dots are clustered too tightly takes a few seconds of spot-the-1. Maybe allow special tracking of squad and platoon leaders? Pressing more than a few buttons at the same time tends to confuse the game. While pressing forward and tab (checking alert/score/players in vicinity while in a vehicle) I can also press Right to turn my vehicle right... but cannot press left to turn it left. Which is weird. This is also for trying to turn on FPS counter while running... it doesn't work, too many buttons, gotta stop and let go of some of the keys for it to work. :? When securing a facility from enemy capture, if the enemy capture bar has started filling up and the owners have resecured the CP majority, as long as the bar is "owned" by the enemy (more than halfway capped), no capture completion timer will be displayed on it. (At least this was so the last time I checked.) Instant death in restricted zones needs to go away. I'm already taking periodic damage, adding an instant death after a certain time spent inside feels a little cheap if you're focused on maintaining your health while in the field (which will be at 50% anyway and require effort and concentration to keep there). I'm all for staying with simple pain fields, crap like this never made Planetside 1. I'll be sure to think of more. |
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2013-05-14, 11:07 PM | [Ignore Me] #8 | |||
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2013-05-14, 11:16 PM | [Ignore Me] #9 | ||
Private
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Agreed with everyone else about the spinning drop pods, very nauseating.
Probably not the biggest thing in the world for most people, but the one thing that has been absolutely bugging me since beta are the reload animations on most of the TR weapons. In the medic class, the only reload animation that isn't bugged is the SABR-13. In all the other weapons, the animation of your character pulling back the charging handle and the charging handling actually moving back are completely out of sync. I do believe you guys fixed part of this earlier, seeing as how the magazine going into the gun isn't out of sync anymore. If this can be fixed, it would be fantastic. |
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2013-06-04, 02:03 AM | [Ignore Me] #10 | |||
Sergeant Major
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Make flashlight much more brighter so it might actually be more useful then night vision when playing as a team (look, enemy over there!). That way there's a reason to pick it over night vision. |
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2013-06-04, 04:11 AM | [Ignore Me] #11 | |||
and i use a logitech g11 and it passed the ghost-test cyclesmchurtz suggested a long time ago with not a single character missing. but strafing while running using the sprint key often doesn´t register the strafe-left key. especially when additional keys like spotting need to be spammed as well.
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2013-06-04, 04:24 AM | [Ignore Me] #12 | |||
__________________
Any sufficiently advanced bug is indistinguishable from a feature *Disclaimer: When participating in a discussion I do not do so in the capacity of a semidivine moderator. Feel free to disagree with any of my opinions.
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2013-05-15, 12:23 PM | [Ignore Me] #13 | |||
Corporal
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I am SO damn tired of seeing "Reinforcements Needed" completely populated by multiple spawns to the same tech plant, amp station or biolab. Typically, mind you, fights that have both enemy and ally platoons with deployed Sunderers and no need of reinforcements. Meanwhile, a tower base a few regions away has Enemy Platoon/Allies Detected, and no one can spawn at it to defend the tower, even though an ally got there and deployed a Sunderer. At minimum: 1) Change "Reinforcements Needed" to never display more than one spawn inside a single base's region. 2) Re-extend the distance to which deployed Sunderers show up on the general deployment list. Not to the extent that it used to be, where you could literally deploy all the way across the continent, but several hexes from the present position. Sunderers have greatly reduced longevity compared to months ago, Instant Action won't necessarily even drop you on the same continent, you can't tell where your squad leader is if he's in a vehicle and base capture times are about to be reduced on the live servers. This needs to be done. Last edited by NotTheMomma; 2013-05-15 at 12:29 PM. |
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2013-05-14, 09:37 PM | [Ignore Me] #14 | ||||
There's also a delay on bringing up the equipment menu when you approach it. I think it's there to keep people from switching equipment too fast, but is it really necessary? Maybe you can tweak it so that it is only delayed after you have recently used it. Last edited by Aaron; 2013-05-14 at 09:43 PM. |
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