Renan.Ruivo Posted December 21, 2013 Share Posted December 21, 2013 (edited) Hello everyone!In favor of helping the developers get a faster way to spot small (and sometimes tiny) changes that are suggested by the community but that would help a lot with the game, i have searched roughly 15 pages of this sub-forum to make this indexed list of threads.I will try to keep it updated with more threads as people write them. Remember that we are looking for things that, at least to us mere players, should be easy tweaks or changes and not stuff that would require weeks of coding.(04/01/2014) UPDATE: Given the success of the idea, i'm going to go ahead and ask people to also post their own "little things" ideas on this thread as well (just as you have been doing). So i'm going to enclose the simplest suggestions on this post in Spoiler Tags since the list is growing, and am going to categorize the suggestions as well.Any QoL (quality of life) improvements that you proposed anywhere on the feedback sections. Post a link for it here on this thread, but remember that we are looking for small stuff (Think that "Showing Titan Extractor Health at Deploy screen" is probably a whole lot easier to implement than "Creating a cover system from scratch")USER INTERFACE: WEAPON STATS ON MODDING SCREEN FOR EASIER EFFECT PREVIEWMORE CROSSHAIRS OPTIONS AND CUSTOMIZATION FOR THEMINDICATOR TO SHOW WHAT LANDED THE KILLING BLOW ON PLAYEROPTION TO UNEQUIP MODS IF FUSING WILL CAUSE IT TO EXCEED ITEM/FRAME CAPACITY FROM THAT ITEM/FRAMESHOW VAULT KEY/EVENT ITEM EQUIPPED ON LOBBY SCREENOPTION TO MARK MODS AS FAVORITES AND SORT THEN BY THAT ATTRIBUTE, AS WELL AS LOCKING MODSVISUAL INDICATION ON GUN/SENTINEL MODDING SCREEN WHEN A MOD IS IN USE BY ONE OR THE OTHERLOADOUT SELECTION UI BETWEEN MISSIONSSEARCH FUNCTION FOR MODS AND INVENTORYSOUND/VISUAL NOTIFICATION WHENEVER SHADE IS READY TO DEPLOY INVISIBILITYOPTION TO SELECT MULTIPLE MODS FOR FUSION WITH SHIFT-CLICKCUSTOM CHAT CHANNELS/TABSNOTIFICATION SOUND WHEN YOU GET A WHISPERENEMY TAGGING - A USE FOR WAYPOINTING ENEMIESSHOW TITAN EXTRACTOR HEALTH ON THE DEPLOY SCREEN - Added on 11.7.0OPTION TO AUTOMATICALLY REMOVE MOD FROM ITEM IF FUSION WILL CAUSE IT TO EXCEED CAPACITY.COOLDOWN DISPLAY FOR ABILITIESDAMAGE NUMBERS TOGGLECUTSCENE TOGGLESLIDERS FOR DoF, BLOOM AND MOTION BLUROPTION TO TOGGLE HUD ELEMENTS INDIVIDUALLYOPTION TO TOGGLE SNIPER SCOPES ON AND OFFAPPEAR OFFLINE OPTION FOR PLAYER LISTSHOWING INVASION REWARD ON MOUSE OVERSTALKER DEATHMARK NEAR AVATAROPTION TO TURN OFF CAMERA SHAKINGDIFFERENT COLOR FOR NPC ALLIES ON MINIMAP + DISABLING COLLISION FOR THEMOPTION TO TOGGLE ELEMENTAL GRAPHIC FX ON WEAPONSARCHIVE/HIDE BLUEPRINTS THE PLAYER HAS NO DESIRE TO BUILD TO PREVENT CLUTTERINGPROPER VOID KEY AND COORDINATE SORTINGREMOVE WEAPONS/FRAMES NOT OWNED FROM THE ARSENALUNIQUE IDENTIFIER TO EACH PLAYER AND HIS WAYPOINTS ON THE MINIMAPVISUAL CHANGES TO SEE WHICH BLUEPRINTS HAVE BEEN BUILT AND HAVE BEEN RANKED TO 30 ALREADYUNIQUE PICTURES FOR EACH FACTION ON DEFENSE MISSIONS / UNIQUE CYPHERS FOR EACH FACTION CHANGE THE CAMERA OF SNIPER SCOPES FROM ZOOMED THIRD PERSON VIEW TO ZOOMED FIRST PERSON VIEW SO THAT SHOTS DON'T HAVE HORIZONTAL TRAVELMAGLEV MOD REBALANCEADD BASE POLARITY SLOTS TO ALL PRIME WEAPONUNIQUE MOD SUGGESTION FOR BOWSREMOVE NEED TO KEEP FIRE BUTTON PRESSED TO KEEP WEAPON CHARGEKEYBIND TO TOGGLE FLASHLIGHT (LIKE THE ONE DURING INFESTED MISSIONS) ON AND OFFINCENTIVES TO RUN MISSIONS WITH ENVIRONMENT HAZARDS INSTEAD OF JUST QUITTING/RESTARTINGMENU OPTION TO SEPARATE CURSOR SENSITIVITY FROM CAMERA/WEAPON SENSITIVITYINCREASE PICK-UP RADIUS FOR ITEMS ON THE GROUNDMAKE BACKFLIP AND ROLLING POSSIBLE BY DOUBLE TAPPING DIRECTION KEYSINCREASED AFFINITY REWARD FOR HEADSHOTS AND KILLING BY WEAKSPOTS.DEDICATED HOTKEY TO CYPHER TO SPEED UP HACKINGBLACKLIST FOR PLAYERS: CAN'T INVITE OR BE PAIRED WITH IN PUGSRISK/REWARD OPTIONS FOR TITAN EXTRACTOR AUTO-LOOTING DEAD BODIES (AS WAS AVAILABLE DURING GRADIVUS)REMOVE GRINEER TAUNTS FROM INFESTED INVASIONSOPTION TO CLEAR KEY BINDINGS (RIGHT-CLICK TO UNBIND A KEY)SWITCH HANDS AS WELL WHEN THE PLAYER SWITCHES CAMERA POSITIONMAKING RESOURCE DROPS BE PERMANENT ON THE MAP, LIKE MODSENEMIES SHOULD IGNORE SENTINELS UNTIL THEY ARE ALERTED BY THE PLAYERINSTANT ACTION BUTTONSENTINEL COMMANDS - TELL YOUR SENTINEL HOW TO BEHAVECOLORBLIND MODE FOR THE SCANNERPREVENT CARRIER FROM DROPPING ITEMS IF YOU OUTRUN HIMIMPROVEMENTS TO PLAYER LIST IN MISSIONTEMPORARY INVULNERABILITY WHEN HOST MIGRATION, OR JOINING AN ONGOING GAMEINVASION - SHOW BATTLE TYPE Implemented on Hotfix 11.6.1.11UNSTUCK COMMANDPACK OF NERFED HYENAS INSTEAD OF A SINGLE ONECHANGE TO DEFENSE TO BALANCE IT WITH SURVIVALDISABLING SCANNER FOR 100% SCANNED TARGETSOPTION TO BIND A SEPARATE KEY TO VAULT ACTIONOPTION TO CLAIM RESOURCES AND COLLECT DRONE WITH ONE CLICKREMOVE ITEM XP FROM DAY 7 LOGIN REWARDREADY BUTTON FOR THE LOBBY Implemented on 11.6OPTION TO MANUALLY SELECT HOSTTAP KEY TO VAULT, HOLD TO JUMPEDIT DOJO LIGHTING SCHEMES MORE INFO IN THE SMALL WINDOW THAT APPEARS WHEN SOMEONE INVITES YOU OPTION TO CHANGE CROSSHAIR COLOR USING WAYPOINT TO SIGNAL RENDEZVOUS POINT FOR NPCABILITY TO MANUALLY REARRANGE INVENTORY MAKE LOOT PICKUP SHARED BETWEEN PLAYERS OPTION TO CHOOSE NOT TO BE THE HOST ABILITY TO TURN OFF HOP OVER PARKOUR MOVEMENT SQUAD ACTION CHAT FEED ADD A WAY TO SEE IF ITS DAY OR NIGHT ON EARTH ADD MASTERY RANK BADGES A MENU WITH COMMON COMMANDS THAT TRANSLATE TO EACH CLIENT'S LANGUAGE ON CHAT SENTINEL ANTI-MISSILE MOD THAT DETONATES LARGE PROJECTILES (PLUS OTHER SUGGESTIONS) BUTTON OR OPTION TO REMOVE WAYPOINTS QUICKTIME CHAINING OF STEALTH-KILL TO TAKE ON HEAVY UNITS SUGGESTION ON HOW TO MAKE VOID AND OROKIN DERELICT MISSIONS HAVE A LOBBY HIGHLIGHTING WHICH COLORS ARE ALREADY BEING USED FOR EASY MATCHING PLACE "A, B, C" LOADOUT OPTIONS ON A DROPDOWN MENU ON THE STARMAP (20/01/2014) UPDATE: As a way of helping with not only indexing the ideas but also making sure that they are succinct suggestions, i'd like to request everyone to include a quick sentence to summarize their suggestions before or after the actual suggestion. A TL;DR of sorts. For examples, simply look at how everything is listed here.Thanks! Edited February 11, 2014 by Renan.Ruivo Added more thingies! "Titan Extractor Health On The Deploy Screen" implemented on 11.7.0 Link to comment Share on other sites More sharing options...
noveltyhero Posted December 21, 2013 Share Posted December 21, 2013 Hmm, could you add a simple idea. Cooldown display for our abilities (i.e How long until my invisibility runs out) for the new HUD. Link to comment Share on other sites More sharing options...
Renan.Ruivo Posted December 21, 2013 Author Share Posted December 21, 2013 Hmm, could you add a simple idea. Cooldown display for our abilities (i.e How long until my invisibility runs out) for the new HUD. Added :) Link to comment Share on other sites More sharing options...
Renan.Ruivo Posted December 22, 2013 Author Share Posted December 22, 2013 Updated the thread. Link to comment Share on other sites More sharing options...
MaxiTB Posted December 22, 2013 Share Posted December 22, 2013 Maybe disabling scanner for already max scanned items in the codex ? It's really annoying if you have a stack of items or you want to expand your codex and you can't identify an enemy from a distance and just waste a scan/time, especially when you try a stealth approach. Additionally: Scrollbars are not working correctly in the UI (at least not in combination with filters). Link to comment Share on other sites More sharing options...
Zap15 Posted December 22, 2013 Share Posted December 22, 2013 Can there be a mention for an option to hide damage numbers? Link to comment Share on other sites More sharing options...
MaxiTB Posted December 22, 2013 Share Posted December 22, 2013 Oh, and I forgot: An option in the settings for cutscenes: (1) Never (2) Show once [default] (3) Always That would be awesome cause I'm pressing 99% space just to skip the same cinematic at mission start over and over again. Link to comment Share on other sites More sharing options...
Renan.Ruivo Posted December 22, 2013 Author Share Posted December 22, 2013 Sure, all added :) Link to comment Share on other sites More sharing options...
shut Posted December 22, 2013 Share Posted December 22, 2013 (edited) - Adding more variety to sounds for individual enemy units, especially robots. (e.g. Shockwave MOAs will have different sound effects from regular MOAs, etc.) If something's right behind you and about to attack, the different sound effects could notify you which unit it is so you can react without having to wheel the camera around first. Recycling old MOA sound effects could be a good start here. Edited December 22, 2013 by SortaRandom Link to comment Share on other sites More sharing options...
Renan.Ruivo Posted December 22, 2013 Author Share Posted December 22, 2013 - Adding more variety to sounds for individual enemy units, especially robots. (e.g. Shockwave MOAs will have different sound effects from regular MOAs, etc.) If something's right behind you and about to attack, the different sound effects could notify you which unit it is so you can react without having to wheel the camera around first. Recycling old MOA sound effects could be a good start here. That's a good idea, sure. However that probably takes a lot more work than the other little things hehe. Pretty sure that they are working on it already though. (You could always PM DEGeorge though) Link to comment Share on other sites More sharing options...
CaveCricket48 Posted December 22, 2013 Share Posted December 22, 2013 Option to disable using the Space key to perform the climb-over action. Link to comment Share on other sites More sharing options...
taiiat Posted December 22, 2013 Share Posted December 22, 2013 - Adding more variety to sounds for individual enemy units, especially robots. (e.g. Shockwave MOAs will have different sound effects from regular MOAs, etc.) If something's right behind you and about to attack, the different sound effects could notify you which unit it is so you can react without having to wheel the camera around first. Recycling old MOA sound effects could be a good start here. Gwon-Gwah! 'i'm sorry, what?' Gwon-Gwah! 'uhh' Gwon-Gwah! sliders to set the Strength of Depth of Field, Motion Blur, Bloom - and a slider for the response time for Depth of Field. those should be pretty simple to implement. if Digital Extremes didn't think of that ever while writing the core of the engine, and those technologies are only 0% or 100% :v it's not our fault, that's for sure. moo. Link to comment Share on other sites More sharing options...
noveltyhero Posted December 22, 2013 Share Posted December 22, 2013 Another point: When able to claim the resource drone, add a button to claim the resources and the drone itself. So something like "Call back and collect"-However just "Collect Resources+Drone" is better. Link to comment Share on other sites More sharing options...
Stuifiee Posted December 22, 2013 Share Posted December 22, 2013 Option to turn elements of the HUD off individually. Link to comment Share on other sites More sharing options...
Renan.Ruivo Posted December 25, 2013 Author Share Posted December 25, 2013 Added a few more to OP :) Link to comment Share on other sites More sharing options...
DCypherThis13 Posted December 25, 2013 Share Posted December 25, 2013 I'm no programmer, so I don't know how much work it would take, but a simple "READY" button in the lobby would be nice. Just in case you need to change your load out or discuss strategies. Link to comment Share on other sites More sharing options...
CaveCricket48 Posted December 25, 2013 Share Posted December 25, 2013 (edited) Remove purchasing from the arsenal. Edited December 25, 2013 by CaveCricket48 Link to comment Share on other sites More sharing options...
Boatsniper Posted December 25, 2013 Share Posted December 25, 2013 I have a thread on this. Need to update it at some point. Link to comment Share on other sites More sharing options...
CaveCricket48 Posted December 25, 2013 Share Posted December 25, 2013 Manually select host. Link to comment Share on other sites More sharing options...
taiiat Posted December 25, 2013 Share Posted December 25, 2013 (edited) Manually select host. wow, we forgot one of the biggest ones. a preference setting for the matchmaking and match choices. to either prefer to host, or prefer not to host. how did we forget this one. edit: oh, and on that unstuck command, it could actually work if using it would also send a report automatically to a database on where the player got stuck, what equipment, location in tile, etc, yadda yadda. then everyone wins. we can fix the places you can get stuck, but also get out of being stuck in the first place. Edited December 25, 2013 by taiiat Link to comment Share on other sites More sharing options...
Renan.Ruivo Posted December 25, 2013 Author Share Posted December 25, 2013 I have a thread on this. Need to update it at some point. Yeah hehe i saw that one. But if i may say, those aren't exactly little things to change. A lot of what is listed there would take an entire update development cycle to implement. Link to comment Share on other sites More sharing options...
Boatsniper Posted December 26, 2013 Share Posted December 26, 2013 Yeah hehe i saw that one. But if i may say, those aren't exactly little things to change. A lot of what is listed there would take an entire update development cycle to implement. It's not exactly about little issues, but more of a congregation of things big and small put into little, digestible chunks. I didn't know what else to call it. Link to comment Share on other sites More sharing options...
Renan.Ruivo Posted December 26, 2013 Author Share Posted December 26, 2013 It's not exactly about little issues, but more of a congregation of things big and small put into little, digestible chunks. I didn't know what else to call it. Gotcha. Yeah this list is aiming to gather really small things (at least from my experience in dealing with dev) that can be implemented/changed in under a week. Link to comment Share on other sites More sharing options...
shut Posted December 26, 2013 Share Posted December 26, 2013 (edited) I'm not sure if this is a "little thing", but fixing some currently-broken game mechanics would be lovely. Including: - Toxic clouds left behind by dead Toxic Ancients and certain Crawlers (clouds are left behind VERY rarely, and are often glitched to be invisible on the occasion that they actually work) - Staggering due to Rollers and Runners (neither enemy staggers nor has a role in the game at the moment) - etc. Edited December 26, 2013 by SortaRandom Link to comment Share on other sites More sharing options...
CaveCricket48 Posted December 26, 2013 Share Posted December 26, 2013 Staggering from exploding Infested Runners put back in. Link to comment Share on other sites More sharing options...
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