DRL > Requests For Features

Usability/consistency improvements

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ulyssessword:
I believe that the following changes would improve my enjoyment of this game:

1. Allow mouseover information on objects that are out of line of sight, instead of just "out of sight".  It is obvious to experienced players what most things are most of the time, but learning the object sprites should not be required to play optimally (if you don't mind taking the time to examine things).  This would also help when invincible/berserk/enviropacked.

2. Either remove full reload, or give me a reason to use it (eg. faster reloading).  Currently, it is a death trap for the lazy, unwary, or inexperienced, and has no tactical value that I can see.  Not only does it reduce your reaction time, it also takes longer that reloading one by one.  (Actually, almost none; it might be able to be used to extend action-based timed effects such as Invulnerability over a longer time.) 

3. Make invulnerability globes immune to damage on the floor.  I can deal with health globes etc. getting destroyed by explosions, but this seems weird.
EDIT: maybe not.  Also, this point is out of the theme set by the others, so feel free to ignore it.

4. Allow higher tier badges to substitute in for lower ones for skill rank requirements.  I had 2 gold badges and 4 or silver badges before I got the 9 bronze badges required for Sergeant rank. 

5. (not 100% sure about the mechanics of this one...) Change the way manual aiming works.  Currently, it is a bad idea to aim directly at an enemy, unless you are using Gun Kata.  This is because (at least some) enemies can dodge, causing you to shoot at a spot without an enemy on it, and this can be avoided by shooting behind the enemy instead. 

6. +1 to the suggestions that Juggler not treat pressing a hotkey differently from equipping normally,  enhanced AoE displays for explosives and shotguns, more visible rocket launcher sprite, and more easily accessible level feeling.

EDIT: 7. Change knockback direction calculations, so that enemies are always knocked along the path of the shot, especially if you are aiming straight at them.  This would prevent one shot of a Storm Bolter Pistol from pushing an enemy out of the line of fire of the second shot (or first shot of a GCB making the next 5 miss...)

AlterAsc:
3.Nono, just when i remember frustration from having it destroyed and me dying afterwards i definitely don't want it indestructible.
5.Not ure about G-version, but in console version when you aim at the tile with the enemy and he moves your aim will move after him.Also enemies can't dodge, only you can.

Klear:
1. I second that. I hate it when I'm invulnerable/zerked/whatever and can't find out which of the exits I desperately need to reach leads to down and which to a special level (mortuary more often than not).

2. I believe that is already being worked on.

3. I don't think invulnerability globes should be exempt, but it is kinda weird that indestructible armours can be destroyed easily when not worn. It would be nice if armour durability was lowered instead and destruction would happen only after it's depleted. On the other hand, even indestructible armour should be destroyed by dengerous fluids, since what good is that onxy armour when it's covered in acid on the inside?
It would be possibly too hard to implement, though.

4. If you are getting gold badges, getting bronze badges that you need should be very very easy. However, I might change my mind once I wipe my stats after some future update.

Ander Hammer:
1. Sure.

2. I think full reloads are actually slower than one-by-one by a fraction of a second. Their sole reason for existence cannot be to slow the expiry of effects.

3. What? No. Invul spheres are artifacts activated on pickup. They aren't actually invulnerable themselves.

4. Sure, though I think the whole badge system needs (is getting?) some remodeling.

5. What? The only thing I can think of here is that you're knocking them out of your line of fire by doing too much damage.

6. Sure.

ulyssessword:
re #5 (enemies dodging shots).  I just double checked, and it appears that enemies can dodge shots.  Either that, or else there is a graphics bug that causes it to appear that it happens.  Their AI does not cause them to deliberately avoid shots, though they still can do it, randomly, especially if you have light-amp goggles.

Also, for my badge situation: getting the rest of the required bronze badges was quite easy once I tried to get them, though it took a while due to experimenting with ineffective builds.

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