Improvement hitlist


(Mustang) #1

My current thoughts on how to improve from where we are are the moment, suggested priorities are bolded.
There are loads of things that I like, but I’ll save my flattery of those for other threads.
Also I’ll update if anything else comes to mind or new issues materialise in subsequent patches.

Gameplay

  • Ally/enemy skins are indistinguishable, who the hell do I shoot?
  • Grenades need a ticking sound whilst cooking
  • Ability to reload (and shoot?) whilst sprinting
  • Map flow, keep getting stuck on things that shouldn’t get me stuck and some things that are low enough to jump onto can’t be mounted
  • No slippage down mildly steep slopes, my shoes have grippy rubber on the bottom, very steep slopes should still slip
  • Should be able to walk though bushes
  • Plant C4 anywhere
  • Able to look around (360 degrees) whilst planting/repairing/constructing
  • Gibbed vs incapped, hard to tell which state downed players are in, perhaps I’m missing something obvious
  • Starting sprint happens a long time after pressing the sprint key Not sure if this has been tweaked or I’ve just gotten used to it, maybe this is already fixed or won’t fix
  • There are places that seem like I should be able to get on or over them but I can’t
  • [STRIKE]One(or two) backstabs for a kill not four, four for frontal assaults is fine[/STRIKE] Won’t fix - Secondary fire (stab) with knife is 1-2 hits for a backstab kills. [stealth6]
  • [STRIKE]Something feels off with my character size, a bit too large perhaps[/STRIKE] Fixed
  • [STRIKE]Too much delay between stopping sprint and being able to fire, will be resolved by the above[/STRIKE] Fixed
  • [STRIKE]Strafing requires a warm-up period to full speed making changing direction very slow, should immediately go to full speed or at least drastically reduce the warm-up time[/STRIKE] Fixed
  • [STRIKE]Need some air movement, turning mid-flight should take you slightly in the facing direction[/STRIKE] Fixed
  • [STRIKE]Give defenders ability to return data disks[/STRIKE] Fixed
  • [STRIKE]Crouch jump[/STRIKE] Fixed/WIP
  • [STRIKE]Old school hit sounds, think ding and tink rather than ompff and eawhh[/STRIKE] Fixed - Placeholder sounds need replacing
  • [STRIKE]Jump height just feels a bit too low[/STRIKE] Fixed - Jump height/length increased and crouch jump is in now
  • [STRIKE]Longer respawn waves[/STRIKE] Fixed

Interface / Controls

  • IFF height above heads should be consistent, currently they’re too low at close range and too high at long range
  • IFF should be bigger in general, but should also change size to indicate distance to target
  • Medic/ammo packs should bounce off things rather than drop to the floor like a brick
  • Medic/ammo packs dropped at your own feet should be immediately picked up, currently you have to crouch, stand or jump to trigger the pickup
  • Airstrikes don’t go off if they land under the EV or airstrike markers can too easily be throw under the EV
  • Gassing yourself needs its own death icon
  • Scoreboard doesn’t display everyone’s “Ready” texts consistently
  • Special genenades should be cookable, or at least all grenade throwing mechanics should be the same
  • Pressing primary fire during quick knife will inconsistently do a slash instead of a stab, primary fire pressage should be ignored
  • Option to swap slash and stab as primary or secondary fires
  • Option to select slash or stab for use with quick knife bind
  • Alternatively to the above two remove stab and give slash a damage buff
  • Option to mute sound when the game window is not active
  • Option to turn off crosshair swelling
  • 3 gazillion user defined custom colours for HUD elments, e.g. crosshair, IFF, objective icons, etc.
  • Health bars should stay the same size all the time, not be one size for close teammates and smaller for those further away
  • Selecting next class to spawn as whilst alive should flash the new class icon at the bottom of the screen to indicate the selection
  • Class specific weaponbank binds
  • [STRIKE]Respawn timer in HUD[/STRIKE] Fixed
  • [STRIKE]Drawgun takes up too much space[/STRIKE] Fixed
  • [STRIKE]Quick knife/grenade should always switch back to previous weapon, no other key presses should override this[/STRIKE] Fixed
  • [STRIKE]HUD hit indicator doesn’t work most of the time, that is when you sucessfully land a shot[/STRIKE] Fixed
  • [STRIKE]Crosshair with pinhead centre[/STRIKE] Fixed

(Domipheus) #2

I’d agree to all of this after my quick play last night. Will post something more in-depth after a ‘real’ game.

Edit:

User Interface

On first joining a map, I didn’t realise I was spawned, so maybe add a fight/hide limbo button or something. IIRC the esc key hides the menu, but should be a button for it to for first-timers. I ended up clicking respawn a few times ¬_¬


(stealth6) #3

Right click with knife is 1-2 hits for a backstab.
Why reload while sprinting? Since you have unlimited sprint I’d find that a bit OP. If a sprint bar is added - ok, but with unlimited sprint I prefer it as is.


(amazinglarry) #4

I actually prefer scaling UI elements based on distance. There should be a size ‘cap’ for them, so they don’t grow to ginormous sizes on your screen… but I don’t want somebody who’s 50 meters away having the same UI element size on my screen as someone who’s 5 meters away.


(Mustang) #5

Ah perfect, I’ll give it a go

Guess it better suits my playstyle so is just what I prefer.


(Mustang) #6

At the moment though there are only two sizes, big and small.

Scaling that is actually relative to distance I could live with.


(amazinglarry) #7

Ahhh, didn’t really notice there only being two sizes. Well, let’s get a push for scaling UI elements! (Also the option to turn them off).


(warbie) #8

Agreed on all points :slight_smile:


(SockDog) #9

Yes or even custom sounds. It has been mentioned that the frequency of the current sounds blends them out a lot/

  • Need some air movement, turning mid-flight should take you slightly in the facing direction
  • Too much delay between stopping sprint and being able to fire, will be resolved by the above
  • Starting sprint happens a long time after pressing the sprint key
  • Strafing requires a warm-up period to full speed making changing direction very slow, should immediately go to full speed or at least drastically reduce the warm-up time

Movement changes are coming so this is a positive step to solving some of the above.

  • Ally/enemy skins are indistinguishable, who the hell do I shoot?

I’m a little concerned on this. We’ve seen some custom costumes so they’re coming which means we’re assured of some pretty varied colour combinations. So that leaves only the models. We can assume a minimum of 2 models per class (M/F) possibly more, so that 10 silhouettes just for your own team. Even if they change models dramatically between sides that’s a lot of variables to process in a split second and at various distances.

I’d really like some reassurance from SD on how they see this working.

  • Give defenders ability to return data disks

In two minds about this. By leaving the object in an areas for a period of time before it’s returned you are kind of rewarding the offensive team for getting the capture and getting it that far. It forces a defence to stretch for break for a longer period rather than kill and resecure the same area.

My flip concern is that it could also promote a more lemming approach to carrying the objective.

  • Gibbed vs incapped, hard to tell which state downed players are in, perhaps I’m missing something obvious

I think animations are coming but I wouldn’t be against dead bodies just fading away quicker. Is there a benefit to them being there?

And by fading away I mean exploding in a shower of blood and limbs. :slight_smile:

  • Quick knife/grenade should always switch back to previous weapon, no other key presses should override this

Glad this is appearing more often now as it drive me nuts.

if I can add one of my own.

When setting binds it would be nice if class specific tools/weapons are bound separately (sort of what we used to be able to do in ETQW via console). By that I mean we’d have in the bind UI each class and would be able to assign the class specific slots to keys.


(iwound) #10

agree on all mustangs points except im on the fence atm about sprint and shoot


(ailmanki) #11

-the wounded-revive-suicide-respawn cycle
Right now, I have to think which key to press, and in some rare conditions I killed myself, after getting revived.
Also once a player is dead, he should respawn anyway. I guess later when its coded, we will be specing a teammate and not our dead body. If thats the case, then make the player have to press space twice.

Lastly I guess you guys are real english man .D, with the dark humor, but could you guys change the wording from suicide to tapout, or respawn or go to respawn cycle… whatever, I am native swiss german/spanish, so dont ask me how it should be called. But suicide is just so negative…


(Shiv) #12

Iron sighting should display the hit marker as well!

Also, as engineer trying to get into a partially damaged mcp (emf?) it kept swapping to my pliers instead of jumping in. I didnt want to fix it, i wanted to shoot the people with the big gun!


(Mustang) #13

Ah yes, completely agree, added to the list.

I questioned suicide as well, but it could be just because the incapped animation isn’t in yet.
Tapout is a good suggestion, somehow it feels like it better describes the action and it definitely easier to say/remember.
My only concern is that it’s a bit jargony though.

Not been using iron sights much so haven’t noticed this myself.

Hmm, this is potentially a tricky one.
As there aren’t any “real” vehicles in the game it feels like a waste to have an “Enter/exit vehicle” button just for the EV.
I would suggest that if the EV is in a “disabled” state then F should be repair and if it is in a “moveable” state then F should be enter/exit and accept that manual switching to pliers will be needed to bump up HP whilst “moveable”.
Also when “disabled” the EV’s mounted gun shouldn’t be usable so no need to enter/exit.


(Dragonji) #14

Agreed on everything except these two:

[QUOTE=Mustang;412876]- Ability to shoot and reload whilst sprinting

  • Too much delay between stopping sprint and being able to fire, will be resolved by the above
    [/QUOTE]
    Since sprint is unlimited, implementing those suggestions wouldn’t be any good IMO.

(Mustang) #15

OP updated, quite a few items are fixed already, but I’ve added some new one’s as well.


(Bloodbite) #16

+100

I had forgotten how useful that could be in W:ET (and ETQW to a lesser extent).


(Reacto) #17

I don’t think it should be possible to shoot while sprinting, but I do think sprinting should cancel reload. I also don’t think you should be able to cook grenades, as it’s really annoying to not being able to do anything against nades that explode before you can react to them, especially in competitive play.


(Violator) #18

Agreed on pretty much the whole list, not sure about SHOOTING while sprinting and if so it should be incredibly inaccurate. One more -

Remove spawntimer delay when changing class or respawning in warmup.


(DarkangelUK) #19

But I want to be able to run while I sprint!


(Runeforce) #20

Don’t your sprint slow down to running speed if you start to shoot?