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What are some things that could realistically be done that would improve MP?


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48 réponses à ce sujet

#1
Rolenka

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For example, redesigning loot and equipment from the ground up may not be realistic, but perhaps they could create schematics to transmute low-level materials into better materials so that every item guarantees some kind of progression.

 

I happen to think Barrier should have been something we all have all the time that recharges, like Mass Effect's shields, but that isn't happening. They could, however, increase the ability's radius and add more Barrier-like abilities to future character kits.



#2
Shinnyshin

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I think, bugfixes and wholly new content aside, the most important and significant thing possible would be to allow us to improve the level of a unique by paying a boatload of mats.  There are three huge reasons I think this would benefit the game.

 

1) It would allow us to mitigate the high-RNG all-or-nothing grind that is the current store through a low-RNG mat grind.  Give people something to work towards.

 

2) It would drastically increase the # of builds available.  Currently, each unique is level locked.  That means we'll never have an end-game immolate bow or walking bomb 1h.  Think of how much playstyle diversity could be added by allowing us to amp up lower level uniques with distinct effects!

 

3) We need a mat sink.  Badly.  Pretty soon, I'll have crafted every alternate armour and this game is brand new.



#3
mission555

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Bugfixes ofcourse.

 

My personal wishlist: 

 

Buff Katari

Rework Alchemist.


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#4
KalGerion_Beast

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Not sure for the in-game reasoning, but what if you could combine items the same items together.  Combining two Longswords of the whatever would make Longsword of the whatever(2).  The number would then continue to grow as you combine the same item to it, until it maxes at a certain number (25? 50? 100?).  Once there you are no longer eligible to receive that item as a reward from chests.  

 

According to shadohz's weapon document, there are already 260 items listed.  In order to reach the cap on all those (assuming 50 is chosen) you would need over 3 million coins, and the compilation of weapons is still growing.

 

It wouldnt be fast going, but at least it would guarantee some sort of progression. 



#5
HappySchwagg

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Even the store as it is now would have some progression if everything was attainable via crafting. Even if it took lots of mats, you would always be getting a little bit closer to that thing you wanted. Even better if they had a mat to mat conversion system


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#6
Snake_Squeezins

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Most of these are softballs that could be hit easily:

 

Demon Commander balance/rework.  Everyone admits that this boss is head and shoulder above the others in terms of difficulty.

 

Additional skins and armors for classes.  Necro for example doesn't have an alt appearance.

 

Cloth drop increase/balance.  EIther salvage mage equipment for multiples every time, or have a chance at cloth dropping from rogue/warrior salvages.

 

Additional maps.  3 is not enough and DAI has a huge number of great settings they could recycle for this.

 

Additional voice options, or less frequent triggering.  Man do these get old.

 

Server stability and bug fixes.  Longer term, but needed soon - before the Christmas holidays for sure - if the team doesn't want to have to relaunch MP later after initially turning off a lot of players.



#7
Phentos

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Server stability.

 

All games are player hosted. We need dedicated servers.


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#8
randomfoo

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Easy things:

  • Allow an always available cancel/disconnect from a server/games. Currently there are many scenarios (both during and after joining) where you can't access a menu and have to alt-f4 to get out of. This pretty much saps the desire I have to play MP. This is just a band-aid of the larger connection issues, but is an easy/huge QoL improvement.
  • 0XP bug - like many of the other connection issues (can't move, no powers, neverending-game), this seems to just be bad UDP/network/state-checking code? You'd think the netcode would have been beta-tested out of LAN conditions, but the issues that've popped up seem to suggest otherwise. For XP/rewards in particular, it seems like there's a number of way to give the user the "benefit of the doubt" since there are easy ways both to sign transactions for verification and realistic limits for time of matches/rewards that can be checked on the server-side for cheating.
  • Enable PTT for PC by default. It's possible, but annoying and sometimes inconvenient to manually mute players that join that have mics always going on. Alternatively, you could improve cutoff algorithms to adjust until mics aren't constantly on. Right now, I'd say half the games I played in had a player that has speakers on that cause feedback or very high ambient noise. There's no reason their mic shouldn't be auto-disabled in those cases. Also if UDP packet loss is related to to the connection issues, disabling always-on P2P audio frames should also help. Also for those using 3rd party voice chat systems, having a in-game disable would be more polite, at least.
  • Allow party banter to be disabled. At the very least, track party banter to make sure the same banter doesn't get played simultaneously, or seemingly, repeated ad-nauseum.
  • On a similar note, allow volume control to be set separately in MP from SP - this may not actually be an "easy" thing and maybe not the highest priority, but when me and my friend were playing the first week, it's something we constantly had to do so we could hear us on voice (and then switching it every time between playing SP and MP) - there were no mic volume/voice chat controls or auto-volume adjust on talk, which might be the more "correct" solution.
  • Player Collisions/Rubber-banding - again, something that seems to be much worse with lag, but team player collisions are seriously janky - maybe they can just be disabled or approximated on the client-side. Rather than warp you around, why not just warp your teammates and treat your client as correct? Even things like revives (another lag-related issue I assume, where sometimes you just can't get in position to revive a player) should just work if your client thinks it should, right? The potential threat of cheating seems a lot lower than the actual threat of frustration.
  • Better targeting - as a ranged character (archer, mage), you can manually click on further away targets to shoot at them when you can't 'Tab' to target them. It'd be nice if there was an additional check on targeting that would raycast out so that it'd check if there was something directly in the center of your screen to target (having a crosshair/center dot option might be useful). This might also fix pot targeting too!
  • Freelook - I wrote an AHK script that I use for RMB toggling, but it has certain limits (switching game modes, menus, and most notably, dealing w/ targeting AOEs like barriers and immolate) so it'd be nice if there was a real freelook-on/toggle option built in.  If using that option, drops for barrier/immolate should always start centered on your character - this would let you build muscle memory (you'd know exactly how much you'd need to flick in which direction to get it to land somewhere)
  • Sprint - right now sprint gets disabled for so many reasons (bumping into anything for one) - maybe this toggle can be improved. Heck, get rid of sprint entirely and just make it sprint regular speed, the difference seems so small anyway and I'm not sure what it adds to the gameplay.
  • A dedicated feedback forum for MP might be useful too and would probably clean up a lot of the meta-talk from "combat strategy" if that's a goal...

Harder things:

  • Better matchmaking/connection checking - w/ the P2P servers, I know that Bioware was resistant to (eg: never responded, never added) showing ping/connection quality info for ME3MP, but it seems like an even more important thing for DAMP. While a bad connection in ME3MP usually resulted in regular FPS lag, and a few broken powers, it was usually more unpleasant than unplayable (unless you were a Vanguard or got stuck in levels). With DAMP it generally means that you will just waste a couple minutes of your life as your game hangs and you either can't move or get a hanging connection and then need to completely restart the game (watch the preroll, reload, reconnect to the EA servers, etc). Could this be fixed by a better handshake that will tell you before-hand if you're going to drop too many frames or the server connection is too bad? (I'm just assuming that the protocol is UDP-based).
  • Better netcode - honestly, I don't know if this is something like ME3MP where the issues can be slowly ground away or if it's something more fundamental. Maybe it's just bad luck w/ hosts (I've had similar experiences both on a 45mbps cable connection in Los Angeles and an 80mbps+ symmetric connection in Taipei) but when I've tried to PUG I've spent 20min+ without being able to get into a playable game. Also, testing w/ a friend, I'm not able to successfully play across regions, which makes me a bit sad (my ping from Taipei to the west coast US is <150ms w/ 2ms jitter).
  • Drops/materials: I agree having a materials sink/way to up-level uniques would kill two birds w/ one stone, but not sure how easy it'd be - you'd need to design and create a whole new system that would let you drop in mats for upgrades. I guess you could cheat and implement a "level-up weapon upgrade" schematic but it'd still be a bit of a mess...

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#9
veramis

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Hire randomfoo.



#10
21T09

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Hire randomfoo.



#11
Slash_luke

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Agree with randomfoo.

 

I would just add some indication of what response time (in ms) you have against the host - and we need that information in lobby. It wasn't in ME3MP and forced me to quit many unplayable PUGs (so many lags..) and DAMP seems to be the same. Why repeat the same mistakes? Don't tell me that it's impossible to add this feature, because I won't believe you.

 

Why can't we see what "loadout" does other players have? (in lobby) This isn't necessary but would be nice.



#12
Shahadem

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Reduce the damage characters take.

 

Increase Keeper damage.

 

Reduce mana cost of spells, increase damage of spells, reduce cooldown for spells, increase number of spells we can use during a match.



#13
Catastrophy

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1) Characters bumping into each other, characters stuck around objects

 

2) Demon Commander (I don't really try anymore in wave 5) Let us choose the faction, so I can simply avoid demons - problem solved

 

3) Camera - Object transparency/occlusion - it would be helpful if walls, trees and everything that the camera clips into would just go intransparent consistently and without jerking the camera to a completely different angle

 

4) Connection themed issues



#14
N7 Tigger

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Reduce the damage characters take.

 

Increase Keeper damage.

 

Reduce mana cost of spells, increase damage of spells, reduce cooldown for spells, increase number of spells we can use during a match.

 

Just guessing here, but do you mainly play as a Keeper?


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#15
Sir Jessku

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Realistically? I don't know enough about game companies. I'm rapidly learning they don't do much after the game is complete.
So realistically they could tell us what stats mean. Without players having to solve & spreadsheet it all for us.

#16
TeddyLoo

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Additional voice options, or less frequent triggering.  Man do these get old.

 

 

 

This.  I sympathize with the attempt to make the MP characters have some depth, but really that's why the SP game exists.  Anyone who has played even a few hours of DAMP has already grown weary of the dialog.  The parakeet, the sunshine and dark roads, the ham--it's all a joke we've heard dozens of times. I think BioWare had it right in MEMP: mix in a very occasional "For Thessia!" or "I hear you!" and that's sufficient for MP.  Especially for experienced players playing in Threatening and Perilous communication between players is substantially more important.  I hate trying to talk over some canned comment when trying to agree on a course of action.   Just removing 80% of the existing dialog would make the game immediately better.

 

Menus

--Inventory: First make it stupidly obvious what weapon/armor you have currently assigned in the menu.  The gold half bracket is just not sufficient--especially for players in a rush*.  Please make the character/class default pop up first when selecting WEAPON/ARMOR/UPGRADE

it makes no sense to have to skip over a bunch of weapons and armor you can't use to find your own.  Yes keep the "all types" in there, but make it the last menu choice, not the first.

--Prestige: please make it much more obvious whether you have just received a banner, title, or portrait.  Perhaps have the star appear on the top where the count for each is (e.g.: Banner 7 of 40).  Allow the player to click into it and select immediately from those earned options.

 

* why in a rush?  Let's face it in DAMP there's an etiquette around consideration for others who are waiting in a lobby.  After a game and before the next there's an unspoken and variable amount of time for you to purchase chests, check out your newly earned banner, assigning a new weapon or upgrade, etc.  A streamlined menu construction here would really help.  It sucks to be sitting there staring at a menu screen while someone is trying to figure out what profile they just earned by going through each submenu.   


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#17
BoogieManFL

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RNG for loot is crap. I get to level 20 and just get bored with Threatening because I can't advance to Perilous because I keep getting the same very small selection of poor items.

 

Many skills are just downright useless compared to others, and are made more so by being unfairly restricted to 4 abilities on the hotbar, while some classes have at much as 12 possible. Such as the parry abilities - they are difficult to use and are harmful when used against boss or even just high end enemies because they just blast through it and own you even if it is properly timed. Other enemies ignore the ability entirely, like the wraith's melee attack which hurt you without even triggering it.

 

Demon Commander is terrible. His teleport does too much damage for how hard it is to avoid. I've been running full speed on my Katari during a charge and have been hit by it when I was the intended target. Sometimes it's literally impossible to avoid and it either 1 or 2 shots you.

 

Enemy archers do way too much damage.

 

Templar Commander has way too many instances where he can't be hit by anything. His death animation is completely screwed up and while he is technically dead he still shows as having health and persists for too long. Newer players waste so much time trying to damage him during these animations. He can also stun lock you to death with his earthquake attack, and being stun locked is not fun.

 

And urns are a tedious way to get money. But every 2 or so urns is about the equivalent of getting another money chest. Even if they weren't buggy I still don't like them. I've ran into many players who ignore them and are just obsessed with outscoring you and running ahead that you either spend most of the match gathering money and playing catch up and not fighting, or ignoring it and have everyone lose out on money.

 

There are many various glitches that need fixed, like the urns not breaking properly, skills not triggering or breaking, Fear Demons ending up in inaccessible map areas..

 

And please remove the "are you sure" from buying chests with gold. YES I AM SURE THERE IS JUST 1 BUTTON! Shut up and take my money!



#18
dkly037

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I support dedicated servers. Peer-to-peer is inherently unstable. Everyone depends on each other to have a stable multiplayer game.

 

I think dedicated servers have been ignored due to the cost. You have to buy computers, maintain them, update them, replace broken parts, hire additional staff, pay for electricity, pay for internet, buy a warehouse to house the servers, pay for air conditioning, etc.

 

Another issue, is it worth it? Are there enough people playing the multiplayer to justify all that extra effort? Maintaining a server is a variable cost, so unless people pay consistently (say on a monthly basis), the company will eventually lose money.

 

Good news is, as time passes, technology will get better and cheaper. Eventually computers will be so cheap that dedicated servers will be added without a second thought. We can see this today, using a service like Amazon Web Services to host a server is somewhat cheap. Amazon handles all the physical stuff: replacing broken parts, keeping the servers cool and housed, hiring maintenance staff, and so on. All you have to worry about is building the multiplayer software.


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#19
LemurFromTheId

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More immediate and responsive movement, an inherent dodge ability for all characters (roll, hop, sprawl, pirouettte... whatever) and automatic, constant running instead of that ridiculous sprint toggle.



#20
andy_3_913

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I'd like to see respec cards introduced, but keep promotion as well.

Mess up your build......respec.
Want to build up your constitution or whatever......promote.
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#21
Blackstork

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1.Note on loot/crafting - i think we should get materials as loot as well, and schematics as rare stuff from chest to be able to craft yellow weapons / armours like we can do in SP.

This would be more customizable stat wise, much more deep looting system. you should also get things like cheap lifewards amulets at mediocre frequency.

 

2. Balance. Need to balance classes that some of them wont have 0-2 builds viable.

 

3. Feature to see party members skill bar. This is important to know what skills they will be using and for combo planning puproses, as well understanding of full picture as for quanity of CC and etc.

 

4. Need to stop all cheaters, and ban anyone who did some kind of cheating and wipe all progress from those people.

 

Those are 4 reasons that make me put DA MP aside for now - till things will get fixed.


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#22
Hurkaleez

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Hire randomfoo.

 



#23
PillarBiter

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Most of my grievances are due to server (P2P...) instability and ability bugs.

 

This should no doubt be the first thing they improve. And why the hell doesn't anyone ever join when I create a game? Seriously?

 

Also, Not being able to choose your enemy and only 3 maps? After 5 years (or however much it was) in development? That's kind of lame, dude. 

 

However much each of the players want to see their favorite characetr buffed... I think most of them are pretty balanced. Katari needs something to make him work...(unbowed?) Hunter or archer too (focus?) Personally, I'd give hunter longshot and the focus to archer. alchemist definetely needs something! the mages are more than allright. 



#24
randomfoo

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We can see this today, using a service like Amazon Web Services to host a server is somewhat cheap. Amazon handles all the physical stuff: replacing broken parts, keeping the servers cool and housed, hiring maintenance staff, and so on. All you have to worry about is building the multiplayer software.

 

Actually, if you run Wireshark, you can see that EA already uses AWS for Origin and heartbeat checking. Sadly, I think that dedicated server costs would need to be one or two magnitudes cheaper for dedicated hosting to be available gratis. That being said, I'd personally pay for it (or better yet run the server software on my existing Linux dedicated server/AWS instances).


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#25
randomfoo

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4. Need to stop all cheaters, and ban anyone who did some kind of cheating and wipe all progress from those people.
 
I know MP cheating has been a thing forever (I remember when PunkBuster was first released), but with the combination of constant telemetry/server-side inventory/connection to your Origin/MS/Sony accounts, it's a bit of a surprise that it's an issue. It seems like it'd be trivial to track/sample even the simplest arbitrary stats (say max/total damage or, better yet a framework to report any other number of things) and be able to figure out quite easily figure out who's cheating. You'd need all 4 players to be reporting fake data for anyone to get away with it, and it'd be a tiny amount of data that you'd be requesting at the end of a match on top of server-side communication that's already happening.