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Posts posted by Dopefish
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Cost of name changes:
BattleTag: $10
Gamertag: ~$10
Uplay: [FREE]
Origin: [FREE]
I feel like $10 be a fair price for it, to avoid it being abused.- 1
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56 minutes ago, xSagittiSx said:Ntec with this ir3 is BROKEN
https://clips.twitch.tv/SmoothCoweringArtichokeDxCat
I think the -9/-15/-21% fire rate/burst interval reduction with the +3/+5/+7m range increase was perfect. At least make it +3/+5/+7m with -5/-10/-15%. Ir3 deasn't need any more range increase than +7m.
I still think it would be more suitable with a percentage increase for the range instead, with my suggestion being 10/15/20%. At the moment I feel like it would be best to not change Improved Rifling for this patch, and do a bigger balancing pass on mods for the next patch instead.- 2
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5 hours ago, CookiePuss said:5 hours ago, Dopefish said:That's the thing, there shouldn't ever be any straight upgrades
I'm maxed ranked, so being overpowered would be in my favour, but I don't find unbalanced matchups enjoyable. The reason why I care so much about this, is because it's a design philosophy that's important for player retention.
If a new player comes in to the game and see everyone else being more powerful than him, and his only chance to catch up is with a severe time investment, he's more likely to quit and never play again.
And before you say "but I stayed", keep in mind that for everyone who did, at least a dozen didn't.
This change alone won't change that perception, but it's an important step towards it. -
@Revoluzzer thanks for actively participating in the discussion with some good insight. I think your classification of the mods might be the most accurate, and even if they are not hard rules, it's good to have some guidelines for their purpose.
I'm still of the opinion that there should be no straight upgrades, and as you already noted, some of the current drawbacks are negligible on certain setups. I personally would like this to be reworked, but what's your thoughts?
To bring something more positive to the discussion, I'd like every mod to have an effect on the weapon it's used on, and if they're being tweaked with drawbacks it also means they could have an bigger effect while still keeping it balanced. -
10 hours ago, Fur said:Purple mods in my eyes are usually supposed to just be straight 'upgrades' in a very small form.
Why nerf something that isn't broke. And yes adding a negative side effect is nerfing, so don't even bother arguing against that.
RTW had no mod restriction, and no drawback on their mods. There were character mods that increased your max health (Monolith), made you regenerate faster (Fast Regen), decreased incoming damage (Survivor), and weapon mods that increased your fire rate (Spray and Pray), increased your damage output (Savage), and other mods to improve your accuracy, with no restriction whatsoever. You can imagine the outcome for matchmaking high ranked players against low ranked ones.
There were no conscious choice in which mods to pick either, since you simple picked the strongest ones and left it at that. No variation in character builds, so the only purpose mods served was to act as a money sink.
The first change (and one of the only few good ones) that G1 did when they took over the game, was to color code the mods, and add drawbacks to most of them, to make them act as trade-offs, instead of the straight upgrades mentioned above. But they never got many tweaks after that, and some of the mods don't have any drawbacks, or their drawbacks isn't applicable for certain weapons. There's a lack of variation currently, since there's mostly dominant choices for mods, or they don't have any effect on certain weapons.
Balancing the mods should make the game more fair towards new players, give more depth to veteran players, and provide much more variation for everyone.
8 hours ago, killerskull said:First of all this should be in suggestions thread. Second, why cant we have mods with no down sides? Have them be upgrades but with very little positive. For example, rather than being +10% damage and -20% accuracy, Id rather take only +3% damage increase.
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28 minutes ago, Ignas / qsn said:why do people want to make this game worse than it currently is?
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@BXNNXD Utility is a bit broad, but maybe speed/time related (though tagger doesn't fit that description)? But it's difficult to make something else take longer, that would also make sense.
I think starting at max bloom (for 3ps3) would be most suitable and make most sense after all.
What problems could be caused by this? How would it affect shotguns, HVR, OPGL, and/or weapons with wind up? -
18 minutes ago, Kempington said:To counterpoint myself, a few weapons wouldn't notice my proposed downside either, such as shotguns, some SMGs. It's mostly affect the mid/long range. -
22 minutes ago, Revoluzzer said:Starting at max bloom makes more sense, because it's a more logical behaviour, as far as I'm concerned.
It's a bit interesting to reduce the movement speed while aiming down the sight, but then that would only be a drawback for weapons that rely on that. -
10 minutes ago, Kempington said:I had quite a think about this. What if 3ps3 gave the weapon a similar effect that replicates the HVR's equip accuracy?
Benefit: You equip the weapon faster.
Downside: Gun stays at "equip bloom" for longer. You can choose to shoot during this time, but the gun won't be as accurate as possible.
Please note. "Equip bloom" would be an amount of bloom to the weapons minimum accuracy, not maximum. For example, it would bloom the guns accuracy to 40% of max. Obviously, the length of this effect would be prolonged dependent on which 3ps you use. -
Adding new emotes would add a potential new revenue stream for LO. The biggest question is if it would earn enough to make up for the development cost of their creation. Emotes (especially dances) are a pretty big thing in the Fortnite community for example.
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19 hours ago, LO_Beastie said:Improved Rifling
The reduced fire rate (9/15/21%) can actually be a help to a lot of weapons with more control of recoil and accuracy degredation at the cost of minimum time to kill. It's certainly worth a test overall before we make a decision on whether to limit the effect to shotguns only. It'd be worth testing across the board, as it'll affect how a lot of weapons lose accuracy. This also affects Burst Fire Interval, so it does affect the burst fire rifles and pistols as well (*cough* Fang *cough*), and it may affect some weapons a bit worse than others (if we want to go this route, it's likely the LCR will need a buff, since 2/3 of the LCRs have rifling built in, and it's already a very slow killing weapon). The fire rate decrease is also quite heavy, so we may want to tone it down (or improve the rifling range effect). We'll see what the feedback is like.
It would mean that IR3 would give the LCR 15m more range, N-TEC 10m, and JG/CSG only 5m, but would be more balanced based on the TTK differences. -
I agree that toxicity is a problem that should be taken much more seriously.- 1
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- Making the game free-to-play
- Added overtime to missions
- Jump height increase
- Color coded mods
- Steam release
- Tutorial
- Team kick requiring demerits
- Automatic resupply when near ammo vending machines
- Added a proper kill feed (instead of just text output)
- Removing camera lock while climbing (though it probably broke camera tilt while driving)
- Changes to car handling
Most other changes they made were straight up detrimental to the game.- 1
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2 hours ago, MattScott said:We can phase the matched players to a new district server with the best response time, and the game wont have to reload any art for the district.
This does mean that cars and pedestrians and other interactive props will change during the transition, but I feel like that is a small price to pay. -
The only reason why crosshair is disabled while sprinting is to indicate that you're unable to shoot, but since G1 added sprintshooting this makes no sense anymore.
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It's possible to do it seamlessly, but it would require alot more work. Here's how it's handled in Sea of Thieves:
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Overwatch’s Trolls Are Losing
- New system where you level up a badge next to your name through endorsements.
- Unable to see your teammates stats if you're not friends.
- Improved reporting system, with the ability to report for toxicity.
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9 minutes ago, NotZombieBiscuit said:Preferably I would not want the game to force a 1:1 UI scale on me as I think aesthetically this looks bad and would ruin video creation. A better solution would be decoupling crosshair scale from UI scale so that UI scale affects only the HUD portions. Then a proper crosshair customization be implemented so that the two can be changed independent of one another.
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There's an issue in the game where the crosshair size and perceived recoil would differentiate between different resolutions. Crosshair is affected by the UI scale, and doesn't correctly represent your weapon spread if it's not set to the native UI size.
Even though the actual recoil is the same, it's perceived differently as there's an increased amount of screen shake on higher resolutions, compared to lower ones, especially compared 4:3 to 16:9 resolutions.
The screenshots below illustrates the differences in crosshair sizes based on resolution and UI scaling:
3840x2160 UI Scaling 1
3840x2160 UI Scaling 0
The video below illustrates how the spread manages to kill someone outside of the crosshair size:
Screenshots and video courtesy of @ZombieBiscuit.- 1
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9 hours ago, Triksterism said:My friend Mynd suggested that any out-of-mission object (vehicle, shield, ammo box, etc...) should be 'ghosted' (players doing the mission can walk through it) if said object/vehicle is within x meters of an objective.
The type of griefing where several players is trying to disrupt a single player is highly unusual, and is mainly affecting bigger streamers. There could be a GM command that temporarily ghosts that specific player from outside of mission players, just to let him get out of those situations, but this should be an exception rather than the norm. I also believe that it would be good to have GM on duty for big streamers such as those, as they're directly promoting the game, and their experience with it is what's being advertised. -
Toxicity in games is a big problem, and should be taken seriously. Disabling chat, putting people on ignore, or "growing thick skin" are not solutions to the actual problem. There has to be much harsher punishment for the use of racial or derogatory slurs, and even more so for death threats or insinuating that people should kill themselves.
Overwatch introduced a system where abusive players would get warnings telling them to act nicer, which helped reduce abusive chat with over 25%. Another step would be to add a proper ingame report system for abusive chat, where it could mark the time in the chat logs for support to go through. If people know that they can easily get suspended from the game due to toxic behavior, they'd think twice before posting such stuff. Twitch have banned streamers for a month, just for saying a derogatory word.
For APB, I believe alot of these issues stems from frustration caused by the game itself, mainly due to poor balancing, and being built to allow unsportsmanship like behaviour. Toxicity also feeds toxicity, so letting it remain unhindered will only turn more and more players toxic, as it becomes the norm of the language used in the game. I believe it's being detrimental to the growth of the game in general, as there's people who have left due to the verbal abuse in the game, not to mention how unwelcoming it is for new players.
@Lixil & @MattScott, I suggest you should sign up with the Fair Play Alliance. It's a group of developers that collaborate on research and best practices that encourage fair play and healthy communities in online gaming. Blizzard, Riot and Twitch are only a few of the companies that are participating in this:
http://www.fairplayalliance.org/
EDIT:
Rainbow Six Siege players who use slurs are now getting instantly banned- 8
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22 hours ago, EmptyPillow said:
In my personal opinion, car spawners are by far the worst addition to the game, and have made it worse more than anything else. You can't expect every player to have a full stack of satchel charges or save up all their grenades to take those out.
I thought these changes were going to be small?
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