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RecalcitrantAngel

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Posts posted by RecalcitrantAngel

  1. On 2020-01-24 at 4:38 PM, Joezone619 said:

    Nowadays it feels like there no reason to worry about anything going wrong in a mission.

    Theres no reason to be worried you might fail, because you WILL have it done. even if your completely new, you can (and probably will) just go on public and let others do it for you.

    I think this is an issue, because when you dont feel theres any real consequences, things get boring fast.

    I believe it is important for new players not to be too challanged at first. but as you get around halfway to sedna, your already mellowed out of any real sense of a threat. i think there are a few ways this can be fixed.

    -Scale enemies levels/armor/ect to the MR of the everyone in squad, averaging everyone's MR ranks, or time played. and basing levels off of that, while match making people to similar MR ranks, so you dont have MR 2-3 matched with MR 25 and having the 1 guy blowing through the mission. allow players to still invite higher MR friends and stuff but maybe scale things more harshly if they're friended or clan members.

    -Make enemies surround downed players, and prevent people from reviving them at all costs such as KB players reviving, or throwing players off stopping them from reviving. or add an enemy unit that can block off players from reviving the down player until the enemy is killed.

    -Give misisons that you fail 5-10 minute cooldowns, so you cant just immediately come back, giving a sense of consequence for failing the mission.

    I edited the above quote so that I can say: I completely agree with everything I quoted above.

    I disagree with the idea of limited revives, but for all these other things - I completely agree and hope they can figure out someway to implement your suggestions (or others) to make the game feel more challenging.

    ...and...

    IMHO, possibly use some of these same adjustments to limit or curb the constant "speed runs". No one seems to "savor" playing the game anymore and many of the very well designed and beautiful areas/levels/planets are being completely wasted.

  2. I would very much like to be able to double bind keys and have them function based on context.

    For example: I would like to bind the 'E' Key to both "melee attack" and "use/interact" and thus have the E key function as a "use" button whenever I am close enough to something that I can interact with (and am facing the correct direction, etc.), but at all other times function as a melee attack button. I know many people wouldn't do this with those 2 particular actions, but it was the simplest example I could think of.

    This would allow many less buttons to be "used/assigned" due to having many buttons serve dual purposes (one button doing 2 things - action A while in combat, B when not, etc.), which would therefore enable more people to play the game with potentially significantly increased QoL and/or would lessen the requirements/necessity for people to use mice with extra buttons, special gaming keyboards, etc.

    Please consider this modest and (relatively) simple to implement request as I believe it would make a significant improvement to both the quality and usability/accessibility of the current UI.

  3. A quick description of the problem: I am able to use my melee weapon while Chroma's #1 is active.

    Any steps you may have that can reproduce the issue: I can reliably reproduce this by 1st attacking with my secondary weapon (pistol/spira tested to work, not 100% about others), then casting #1 while secondary weapon is still "active/equipped". Note that only regular melee attacks work, heavy attack button does nothing.

    Any screenshots you may have taken: Didn't take screenshots, but tested to see if its a graphics glitch and it's not - I am actually doing damage with both the #1 and the melee weapon.

    Any additional information you may think is relevant to the bug in hand: After playing with this for a while and testing the bug, I have to admit that Chroma feels way more fun with the ability to still melee attack while channeling the #1 - perhaps you should look into the possibility of making this behavior normal/working as intended.

     

     

     

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