The Unofficial DAMP Feedback And Suggestions Thread [Updated]
#101
Posté 04 janvier 2015 - 07:14
Possible new ingame objectives
Some very interesting ideas
#102
Posté 04 janvier 2015 - 09:18
Thanks
Your pal mofo and friends
#103
Posté 04 janvier 2015 - 11:44
I think most of the views come from when you post in here to get the topic back to page one and people think "oh some new idea has just been posted" when in reality its you or your "team" trying to keep this thread alive.
- Mofojokers et J. Peterman aiment ceci
#104
Posté 05 janvier 2015 - 12:21
I think most of the views come from when you post in here to get the topic back to page one and people think "oh some new idea has just been posted" when in reality its you or your "team" trying to keep this thread alive.
And yet you're here despite obviously not enjoying the article. Here's an idea mate, if you don't like it, leave. No offense intended but there are a lot of articles on the Combat Strategy forums that I don't like or disagree with but I don't take the time to create an erroneous or insulting post just to show that I was there.
- Mofojokers aime ceci
#105
Posté 05 janvier 2015 - 12:24
Anyways, thanks for the great read Mofojokers! I do agree with a previous poster to not include Samurai, at least not by the real world definition, even though they are my historical love
. Now if DA had a Samurai-esque class/society in the lore I would be all for it but as far as I am aware it does not exist. It would be preferable to keep classes within lore, so things like the Grey Wardens, Dragon Hunters, Enchanters, Spirit/Fade Walkers, Blood Mages, etc, would be considered acceptable for DAMP.
- Mofojokers aime ceci
#106
Posté 05 janvier 2015 - 01:58
Camera angle. I don't get it why it has to snap ariound like mad in confined spaces and all of a sudden. It'd be a lot better to simply make the obstacle transparent.
Why do I even have to press a key RMB to look around and orientate the character? Moving simply the mouse works in so many other games for that feature. Seriously, mouse-look around should be with additional keypress - not basic manouevers (not to mention the times I accidently lock on to a target without intending to do so or hit the stupid clicky box lower right which brings up escape menu)
Keybinding? Console key disable? Please? Can't be hard.
Still no screenshot function?
Why no cancel when Matchmaker tries to make a match? It's either alt-f4 or join friend's lobby to cancel MM hanging. The latter is awkward when you ninja join - in ME3 you could bail out when the Matchmaking redirected you to the character selection screen after trying to join a friend. Bah, forget about all the complicated stuff - just add the "Cancel" button already.
- Mofojokers et 21T09 aiment ceci
#107
Guest_Mortiel_*
Posté 05 janvier 2015 - 03:08
Guest_Mortiel_*
Camera angle. I don't get it why it has to snap ariound like mad in confined spaces and all of a sudden. It'd be a lot better to simply make the obstacle transparent.
Why do I even have to press a key to look around and orientate the character? Moving simply the mouse works in so many other games for that feature. Seriously, mouse-look around should be with additional keypress - not basic manouevers (not to mention the times I accidently lock on to a target without intending to do so or hit the stupid clicky box lower right which brings up escape menu)
The reason I use a controller on PC is because of the horrid mouse control design. In an action game, you always want the camera locked to the mouse cursor. Inquisition tries too much to be like Origins, but Origins was not an action game and had an auto-attack function. Sadly, it's what happens when you put your best minds on the console versions, and let one of the coders work on the PC version for maybe an hour total.
- Mofojokers aime ceci
#108
Posté 05 janvier 2015 - 08:38
We have been contacted by a bioware employee and they love the thread. There going to make sure the right people see the thread. So if there is anything you feel is missing from the thread speak up now.
I would like to thank bioware for creating such a great game and the team for helping to put this thread together. We will still keep it topside and will always update this thread so stay tuned.
Sincerely
Mofojoker and pals
- vChimera aime ceci
#109
Posté 05 janvier 2015 - 09:37
Animations:
They are too long. I get that this is supposed to be slower paced than shooty TPS, but most of the animations feel artificially prolonged. Like that dream sequence, where you wanna run but can't make any ground and you try on and on?
This is bad in the basic attacks by bows and staffs - to a lesser degree with 2-handed weapons.
It is particularly bad when power usage glues the character in place. Example: Hidden Blades - while it's fun to see the animation take out a target (or not) it does get old when you get gunned down while the long animation performs.
(I get it - it's hidden BLADES - not hidden ASSASSIN - however it doesn't even help if you do it from cloak - that's experience from soloing)
I'm used to ME3 mechanics - when I cast something it's either instant or a tracking projectile. While my warp is traveling I can already dodge out (and don't have to waste an ability slot for that). Try doing that with archer - the basic attack slows you down even after you stop shooting and power use locks you in place during the animation and (WHY????) after.
And if that doesn't frustrate you, the enemy tracking projectile will.
- Mofojokers aime ceci
#110
Posté 05 janvier 2015 - 10:17
ok here's a suggestion:
This thread is clearly doing well, in part down to the OPs enthusiasm for it, which is fine.
Then please can the title of the thread be edited down so that it actually fits on the forum list.
There is really no need for a shopping list in a thread title and the stars are cheesy - who awarded those?
A good thread though and good luck with it.
- Mofojokers aime ceci
#111
Posté 05 janvier 2015 - 08:01
Anyways, thanks for the great read Mofojokers! I do agree with a previous poster to not include Samurai, at least not by the real world definition, even though they are my historical love
. Now if DA had a Samurai-esque class/society in the lore I would be all for it but as far as I am aware it does not exist. It would be preferable to keep classes within lore, so things like the Grey Wardens, Dragon Hunters, Enchanters, Spirit/Fade Walkers, Blood Mages, etc, would be considered acceptable for DAMP.
I agree my friend and thanks bud but it was not my idea. But it would not be fair for me to choose what bioware gets to look at better that i just add there ideas and let them decide.
#112
Posté 05 janvier 2015 - 08:27
- Mofojokers aime ceci
#113
Posté 05 janvier 2015 - 08:33
#114
Posté 05 janvier 2015 - 08:35
Andy Kempling Sent Yesterday, 01:54 PM
Hey Dave,
Thanks for the compilation--it's always awesome to see people who are so invested in our game! I will definitely direct some people towards this thread (though they may have already seen it!)
Andy
#115
Posté 05 janvier 2015 - 08:51
This one is important as it adds new levels to difficulty. First of all add in herioc versions of each difficulty. Then introduce new higher difficultys over time.
Routine: level 2
Herioc: level 4
Threating: level 8
Herioc: 10
Perilous: level 12
Herioc: 14
Soon to come
Nightmare: level 16
Herioc: 18
Disaster: level 20
Herioc: 23
If certain items do not stack mainly rings we need a message when equipping them. Or not been able to equip the two in the first place would really help.
The ability to set up clans for quick matches and maybe a portrait of your clans design.Will make people care more about multiplayer.
Ai pathing needs to be looked at as well as there threat. I am attacking a target and instead of defending itself it chooses to run off to the furthest team mate who is afk.
Blocking now this is a big one the melee units non shield users of course block attacks like crazy. No idea why they can block with a sword over and over especially when they block all shots from leaping shot. It should be changed to less blocking more attacking or just attacking.
When someone revives you in the heat of battle alot of the times you will be dropped again before been able to move. It would be nice that when we revive we have two seconds of been invulnerable before the mobs start back in on us.
Make sure to check back on a regular basis for more updates.
#116
Posté 05 janvier 2015 - 08:56
ok here's a suggestion:
This thread is clearly doing well, in part down to the OPs enthusiasm for it, which is fine.
Then please can the title of the thread be edited down so that it actually fits on the forum list.
There is really no need for a shopping list in a thread title and the stars are cheesy - who awarded those?
A good thread though and good luck with it.
Sofa jockey it is a community thread everyone has a say, what would you like the title to be bud?.
If the team agrees to it we will use it and give you credit
#117
Posté 05 janvier 2015 - 09:09
Battle Arena
The concept of this is a some what a wave of respect back to mass effect 3 multiplayer. This mode would work in an area the size of the wave 5 room or abit larger. Instead of running from room to room this will allow alot of us who are old school me3mp fans to enjoy what we do best. Pretty much recreate the idea of me3mp multiplayer in a game mode.
Stay tuned for further updates
#118
Posté 05 janvier 2015 - 09:39
Thanks for your time putting this all together for us Joker! I'm sure plenty of people would appreciate some other game modes like the arena for a change of pace. ME3 MP was fun and drawing ideas from there makes sense. Maybe we could get extra hazard events for a whole match or for single stages? Say, you smash through two stages of Venatori, then open the door for stage 3 and surprise! You are sucked into the Fade to fight demons, or you have to fight through a blizzard!
I'd also like to see some more options added to the chests, like an axe chest that guarantees an axe, or rogue chest that has higher change for rogue weapons/armor upgrades. It is a bit boring just buying large generic chests if you're a player that only likes playing mages. This could also be helpful for weekend events; I have a friend that had to buy 15 chests before he even got a mace to attempt it. ME3 did some similar options for weapon or character focused players.
Unrelated to ME3, I have been finding random groups that just destroy everything in one hit that render Routine (or even Threatening) difficulty a cakewalk and not very fun. I would hate to have level requirements on weapon, but perhaps something like a level-scaling or damage cap on weapons could help keep fights interesting? It could be an optional lobby mode, so players that like clearing a room with one chain lightning could still have fun blasting everything. Everyone likes to play different ways and I wouldn't want to take that way. ![]()
- Mofojokers aime ceci
#119
Posté 06 janvier 2015 - 07:18
More exp for not using the health pots between levels
Stay tuned for more updates
#120
Posté 06 janvier 2015 - 08:07
Thanks for your time putting this all together for us Joker! I'm sure plenty of people would appreciate some other game modes like the arena for a change of pace. ME3 MP was fun and drawing ideas from there makes sense. Maybe we could get extra hazard events for a whole match or for single stages? Say, you smash through two stages of Venatori, then open the door for stage 3 and surprise! You are sucked into the Fade to fight demons, or you have to fight through a blizzard!
I'd also like to see some more options added to the chests, like an axe chest that guarantees an axe, or rogue chest that has higher change for rogue weapons/armor upgrades. It is a bit boring just buying large generic chests if you're a player that only likes playing mages. This could also be helpful for weekend events; I have a friend that had to buy 15 chests before he even got a mace to attempt it. ME3 did some similar options for weapon or character focused players.
Unrelated to ME3, I have been finding random groups that just destroy everything in one hit that render Routine (or even Threatening) difficulty a cakewalk and not very fun. I would hate to have level requirements on weapon, but perhaps something like a level-scaling or damage cap on weapons could help keep fights interesting? It could be an optional lobby mode, so players that like clearing a room with one chain lightning could still have fun blasting everything. Everyone likes to play different ways and I wouldn't want to take that way.
There was a recent thread about level caps that got pretty rough reception. It would be nice to have a system that kept the game challenging, what system that is would be up to Bioware I guess.
- Mofojokers aime ceci
#121
Posté 06 janvier 2015 - 09:51
Sofa jockey it is a community thread everyone has a say, what would you like the title to be bud?.
If the team agrees to it we will use it and give you credit
Well, I find simple and elegant is usually best.
For example, DragonRacer already has a pinned thread: 'The Unofficial DAMP Resource Library'
If this thread was simplified from:
- The Unofficial Multiplayer Feedback And Suggestion Thread /W DLC ideas (Class/Enemies/Maps/Game Modes/Ingame Objectives) / Bug Reports ☆☆☆☆☆, to
- The Unofficial DAMP Feedback And Suggestions Thread
I think that would look much less of a long list - which is not really how titles work.
With a fair wind you might get it pinned by a mod...
- Mofojokers aime ceci
#122
Posté 06 janvier 2015 - 10:05
Well, I find simple and elegant is usually best.
For example, DragonRacer already has a pinned thread: 'The Unofficial DAMP Resource Library'
If this thread was simplified from:I think that would look much less of a long list - which is not really how titles work.
- The Unofficial Multiplayer Feedback And Suggestion Thread /W DLC ideas (Class/Enemies/Maps/Game Modes/Ingame Objectives) / Bug Reports ☆☆☆☆☆, to
- The Unofficial DAMP Feedback And Suggestions Thread
With a fair wind you might get it pinned by a mod...
There ya go bud we also gave you credit for the help. There is also another way you can help us tho we are still trying to get enough people to respond so we can make a tally. Simply just list the three ideas that you like and maybe three ideas you dont want to see enter the game.
- SofaJockey aime ceci
#123
Posté 06 janvier 2015 - 10:10
Thanks for your time putting this all together for us Joker! I'm sure plenty of people would appreciate some other game modes like the arena for a change of pace. ME3 MP was fun and drawing ideas from there makes sense. Maybe we could get extra hazard events for a whole match or for single stages? Say, you smash through two stages of Venatori, then open the door for stage 3 and surprise! You are sucked into the Fade to fight demons, or you have to fight through a blizzard!
I'd also like to see some more options added to the chests, like an axe chest that guarantees an axe, or rogue chest that has higher change for rogue weapons/armor upgrades. It is a bit boring just buying large generic chests if you're a player that only likes playing mages. This could also be helpful for weekend events; I have a friend that had to buy 15 chests before he even got a mace to attempt it. ME3 did some similar options for weapon or character focused players.
Unrelated to ME3, I have been finding random groups that just destroy everything in one hit that render Routine (or even Threatening) difficulty a cakewalk and not very fun. I would hate to have level requirements on weapon, but perhaps something like a level-scaling or damage cap on weapons could help keep fights interesting? It could be an optional lobby mode, so players that like clearing a room with one chain lightning could still have fun blasting everything. Everyone likes to play different ways and I wouldn't want to take that way.
Thanks bud but it was not just me this is a community thread. Also love the first idea but i think the second idea may not be up there alley. But i think they could implement herioc mode idea in possible changes.
#124
Posté 06 janvier 2015 - 03:50
Hopefully someone didn't post this in the time that it took for me to read the whole thread, but they SERIOUSLY need to remove the collision with dead enemies...I've died SO many times as a Reaver because I couldn't move forward fast enough towards the group of archers, because of that dead body I just killed. I also would like to mention that it is VERY annoying to have the auto targeting target an enemy that has run past you, instead of staying on enemies that stay in front of your camera.
- Mofojokers et Robbiesan aiment ceci
#125
Posté 07 janvier 2015 - 05:59
Hopefully someone didn't post this in the time that it took for me to read the whole thread, but they SERIOUSLY need to remove the collision with dead enemies...I've died SO many times as a Reaver because I couldn't move forward fast enough towards the group of archers, because of that dead body I just killed. I also would like to mention that it is VERY annoying to have the auto targeting target an enemy that has run past you, instead of staying on enemies that stay in front of your camera.
I know your pain i will make sure to add this in later tonight bud and give you credit.i tell ya biggest one was the gaints could not get past there body and got lined up by archers lol.





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