Dust 514: Current Problems and Solutions

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Formulating a solution for the aiming problem is not rocket science. It blows my mind that :ccp: can manage to break it as often as they do. If they want a serious shooter, this and only this needs to be addressed. No amount of playing with dials on other things will provide any meaningful changes until it is resolved.
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How would you fix it then? I mean, it isn't rocket science, after all.
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"While there have been serious improvements to the aiming system since it was shattered with the deployment of Uprising, there is still room to improve. I can only speak for aiming with keyboard and mouse, but there are still problems with finer movements. An example would be keeping the targeting reticule on a strafing enemy at close range or making the precision movements required to dial in a sniper shot."If you had the right hardware...ie an appropriate gaming mouse this wouldn't be a problem as some come with built in buttons that assist with this very issue.Blaming it all on CCP because they can't take into account player hardware or...and this is a crucial one as well....your latency to the server is just another case of butthurt.--------------------------------------------------------------------------------------------------------------------------Range versus damage...no, if the maps tend to be larger than the "allowed" range of your weapons...using longer range weapons would be the obvious solution.If the opposition chooses to snipe you out rather than get up close and personal isn't CCP's problem either.--------------------------------------------------------------------------------------------------------------------------Both of those problems aren't unique to DUST and have plagued just about every FPS out there at some point, and then generated may complaints along the lines of yours :"OMFGWTF !! I can't kill fast enough...I keep getting killed before I see them".About the only real point you have, from everything I've seen in forums and from IRL friends, is the Squad system which will probably never be fixed to everyone's satisfaction
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Actually, the range wasn't decreased at all.They removed a skill that increases ranges, because it was a must have skill.Like the learning skills in EVE.If they made weapons base range like before with full skills, that would be much better.
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I agree 100% on the squad finder, if that was implemented would make life so much easier for so many people
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"Performance mode" would be wonderful, it's really too bad we will never see it. I hope to be proved wrong on this.
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Actually some guy at Fanfest brought it up a couple of times and they liked the idea (it'll be in the YouTube videos) but they weren't sure if there would be much demand for it.Guess we should voice support on the forums.
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So... I don't really feel like squads are much of a problem... One of my corps has a way to highly reduce the confusion. Squad Leaders mute everyone but: Members of their own squad and Leaders of other squads. Squad Members do the same, but they also mute the other leaders. So, at most, a person has 8 other voices, rather than 15. It REALLY cuts the confusion down. Squad 1's leader is like "Squad 1, needs help at Charlie." Squad 0's leader is like "Squad 0 is sending 3 guys to help you." Squad 2's leader is like "Squad 2's sniper, cover Charlie, they're getting butchered down there. Thin their numbers." Its all just about effective planning by the corps Directors.On your point of "there needs to be an in-game tool to see who in your corp or group of friends is in a squad and who still has open slots" They won't add such a thing, until they add a way to tell who's online.I don't really see what people are complaining about when the talk about Aiming on the mouse. I use the mouse almost exclusively (the only time when I don't is when I'm driving a tank or using an installation) and I see no problems.Also I really think you could have expanded on this. I'm not sure how many characters, words or whatever you get, but I think the section "Further Issues" could have been widened. At least by telling us what these 'further issues' are. You know, getting stuck on messed up terrain, TAR's being much to strong,
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Right, I understand the polygon interaction scheme, it's just I didn't think changing the color and shade of it would drastically increase "drag" in it. I can't tell you how many barriers I jump over and get hung up on, the immediately shot to death because I stopped moving for 2 secs. Here's hoping that gets looked at too
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The problems most in immediate need of fixing are: Nanite injectors need to work every time, Drop Uplinks need to no longer be immediately and automatically visible on the minimap to both sides, and WP rewards need to be added to counterhacking and active scanning, and the "kill assist" WP reward needs to pay out a variable amount based on the % damage done to the target. If you did 90% of the damage, you shouldn't get half the reward of the guy who scored the killing blow with a stray bullet. Hell, remove "kill assist" altogether, make a kill worth 75 WP and divvy it out to all the players involved in downing that character based on how large their contribution was. Also, the game seriously needs a flashbang-type grenade. The Amarr grenade, maybe?
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Seems like everyone but me aims just fine....
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They need to fix the Logi WP bug. After a certain time, you dont get points for repping allies. You have to die in order to continue getting triage points.
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THAT is the only major gripe I have had since Uprising. Everything else for me has been fine
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This. I had completely forgotten that I did the tribes fix. Before that, I was not going to stay with the game at all, it just didn't 'feel' right. But now that you've reminded me, I experience the same thing in DUST. I just couldn't explain it before, other than it just doesn't 'feel' right. Input lag = no thank you, I go play something else now.
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I's sorry but you are incorrect. I have a R.A.T. 7 I use for my PC. I love it and it is the best mouse I have ever owned and used. However, almost all the features it has do not work for the PS3. The adjustable dpi or sniper slowdown button won't work as I cannot install the specific drivers on the PS3. It only uses whatever generic mouse drivers the PS3 uses. I bought a $35 Logitech K330 KB/M combo and while it doesn't have adjustable dpi, it works great and I have had no issues with aiming. I use sniper rifles or laser rifles primarily. I still have issues with hit detection but it hasn't been any better or worse from Chromosome to Uprising.
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If they add more of a falloff to the guns past their maximum range I would be ok with that. (which I think I heard they were going to do anyway) In Chromosome as a sniper, I would get taken out by ARs all the damn time unless I was VERY far out. Like 200-300m away was the only way I was going to be safe. Anything closer and an AR could close enough to my position and kill me with its superior DPS. If they could pelt me with low damage that would force me to move and they might be able to chase me down. That would negate me and what I am trying to do. Right now the ranges aren't that bad but adding a falloff would be ok.
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But in EVE the Asakai battle wasn't about taking land. It was about blowing ships up. Sov mechanics in EVE still operate on timers that last more then 24h in most cases. But I agree having more people per map would be great fun, just not sure how they would implement that in this game.
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Yeah it is more about the fact we get stuck on everything now when before it was really only large inclines that would stick me.
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Team Killing should still be allowed.
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Imo falloff wouldn't just be 'ok' that would be ideal. Would only work with hybrid/projectile weapons though as CCP does like realism in its sci-fi universe, and that would mean others like laser would need to be bumped a bit in range to stay competitive.
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But CRU of the offending Team Killer should be remotely destructible.
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The ones about outsourcing manufacturing to EVE and skill tree are actually intended.
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In terms of the map scales, I think once we see Dust514 move into station engagements and beyond planetary conquest and more station/space maps if they plan to do that. Then we run into the situations where vehicles and snipers become useless.
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Here's the thing about DUST 514.If you add up, sift, refine and distill all the reviews, articles and comments ever made about all the shooters ever made, the content that came out of that process could not ever begin to match the content contained just here, in just these comments. That flat-out blows my mind.Fanboi obsevations aside, DUST needs 2 things right now: Fixed/refined aiming mechanics and the terrain/object interaction un-stickified. Once that happens, and it will happen, expect the server population to rise, probably dramatically.With some quality-of-life refinements for squads/friends/corps, a contract system and a PVE drone mode, word-of-mouth player adoption rates would prolly beat CCP's marketing machine to the punch. If Laurino does his job right Reid may be left twiddling his thumbs ;)
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The skill tree is alright, maybe not deep enough but apparently already complicated for a some. Gear progression makes perfect sense even though it is not what some might expect based of other fps experiences, proto-gear is not entitled but should take effort and time. The economy is still in its infancy today, there is a functional npc market yet player transactions are still rare, (sadly) it takes time to grow into one big shared economy. Production of gear in space stations does not exclude manufacturing mechanics for foot-soldiers, who are already producing clone-biomass with their districts. And BPO's are as much P2W as any other Aurum item on the markets in Dust, you can only buy time (boosters and gear) or save ISK using basic gear (BPO's).Also don't think that the (new) ranges are a problem, just people who are still adjusting to the changes of new battle dynamics. No more killing dots with range for everyone, more closing in over open terrains for intensive infantry combat.
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The skill tree is not alright; it's full of useless SP sinks (hint: the SP cost is not the problem) and doesn't encourage diversity, due to linear branching. Gear progression is cursed with power creep and 3/4 of the items are "useless", proto-gear is considered a basic requirement. A "buy from NPCs, you can't sell anything" market is not a proper economy, there are no player transactions beyond corp ISK donations. There is no production mechanic and players cannot stockpile clones beyond what the district needs to be defensible. BPOs violate 5 of 9 of CCPs feature design principles, consumable AUR items only violate one.Can you point to an official source that isn't Brandon Laurino making vague promises "a la modular POS towers"? The DUST devs are completely conflicted in their vision; they have no idea what they're doing: They've stated it's to be a twitch shooter yet the mechanics say the complete opposite; they've stated it's to be a tactical shooter yet we're stuck with game play that promotes twitch shooter tactics.Where's the New Eden in DUST when we have options to pay real money to remove risk from the equation?! Where's our equivalent of CCP Fozzie?! Where's our Unifex?!The CCP in charge of DUST feels like the old CCP from Incarna, not the new CCP that gave us tiericide. They've got a hell of a long way to go before I rank them with the EVE devs, until then they might as well be an entirely different company.
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I reserve the right to be buttmad about it when it happens.
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I have a very good mouse and cranking the dpi does nothing in Dust.You sir are full of crap and just wanted to tell people what mouse you have.

I often have a rather fanboy-ish attitude when it comes to Dust 514. I love the concept of the game, and I really hope that its future will be bright. However, I'm not so blinded by devotion that I can't see that there are some serious problems. In the hope of helping to solve them, I’ve decided to put together a few of the more glaring problems with the game at the moment. I’ll also try to brainstorm some possible solutions that will at least combat these issues. Bear in mind this is by no means a comprehensive list, and I’d encourage a constructive discussion either in the comments or on the Dust 514 forums.

Aiming

Arguably, the most serious problem in Dust revolves around the complaints concerning the aiming system. By far, this is the issue that CCP has to solve. Having a broken aiming system in an FPS game is akin to having a semi-responsive targeting system in Eve. All gameplay hinges on it.

While there have been serious improvements to the aiming system since it was shattered with the deployment of Uprising, there is still room to improve. I can only speak for aiming with keyboard and mouse, but there are still problems with finer movements. An example would be keeping the targeting reticule on a strafing enemy at close range or making the precision movements required to dial in a sniper shot.

Formulating solutions for the aiming problem presents some issues. Aiming is generally a very subjective experience, and there are a multitude of variables to consider between sensitivity settings, differences in hardware, and overall user preferences. A solution I can come up with for the issue of finer movements is to slow the aiming reticle movement when it’s over an enemy, much like many other console shooters. This sort of adjustment would need to be fine-tuned to find the sweet spot, and better yet users should be able to adjust it themselves. It's hardly the end-all-be-all towards the goal of fixing aiming, but it's at least a step in the right direction.

Map size vs. Weapon effective range

Currently, maps in Dust 514 are excessively large. It can easily take several minutes to cross a battleground from one end to the other on foot. While I don’t have a problem with expansive battlefields in general, there seems to be some disconnect between weapon ranges and map design.

Let me take a moment to describe how the weapon ranges in Dust work. Every weapon in the game has an associated optimum range. It is within this distance your weapon will do full damage to your target. As your distance to your target increases, damage will decrease until there is a point where you weapon is doing no damage at all. This effectively creates a hard cap on weapon ranges. As it stands now, most weapons seem to favor a closer engagement ranges, which flies in the face of the map design. Battle locales are generally large and have expansive areas of virtually no cover. The result is that the weapons with longer ranges dominate in most situations, leaving the shorter range weapons significantly less optimal.

The obvious solution to this problem is to increase the effective range of all weapons, but this was the problem that CCP was attempting to solve when they instituted a hard cap to weapon range. I highly doubt they will backpedal on their fix. As an alternative, I think it would be best to redesign the maps a bit. Terrain elevations should be more varied and additional cover from enemy fire should be added. This will allow players using shorter range weapons to break line of sight with a longer range foe while still keeping longer range weapons competitive. However, this tweak has to be implemented carefully; otherwise, we will end up with the opposite problem as we have now.

Squads

The forming and management of squads has become a higher priority issue in my mind since the addition of planetary conquest. I was privileged to observe my corp, the Pink Fluffy Bounty Hunterz, as they attempted to organize in preparation for one of their first mercenary contracts. Frankly, it was a clusterfuck. Comms were chaotic, nobody had an idea what was going on, and it was generally hectic. The overall problem largely revolved around the organization of squads.

Squads have been a bit unwieldy for quite some time. You can easily spend a disproportionate amount of time trying to figure out who in your corp is squaded up, who is still looking for one, which squads are full, and which are unresponsive due to being in a battle. These problems have only been compounded with the addition of planetary conquest.

As a solution, there needs to be a in game tool to see who in your corp or group of friends is in a squad and who still has open slots. This sort of tool already is familiar to CCP: the Fleet Finder in Eve Online. If a similar tool could be introduced into Dust, it would be a major boon to organizing and coordination. Ideally one would be able to advertise free room in your squad, see who among your social circle is in a squad, and being able to group squads together.

Further Issues

This hardly an exhaustive list of the issues in Dust, as it is one of those complex games that will always need tweaking in one way or another. Hopefully CCP can solve these problems in a timely fashion. Once they do, Dust 514 will have taken a big step towards being the game that everyone is hoping. If you have issues of your own, talk about them below.

Oh, look they fixed the layout. Wait.. spoke too soon, it's broken again.