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Everything posted by Oldninja
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Another good point. I for one would be disappointed if I lost the fruits of my labours once the game is launched.
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A really comprehensive review, most welcome. I would pretty much agree with all your points, with the exception of one. Explosives - whilst I agree that given high levels of damage grenades and the like can spoil gameplay, so happy to bin that suggestion. But I feel that something is required (hence the suggestion of smoke grenades or even the ability to fashion a short range teleportation device - I joke..) to assist in the following scenario. One that I have experienced several times and managed to overcome just once, more by luck that good shooting. . Entering the game close to the vault Entering the building and setting off the vault opening sequence Before completion of the opening sequence, players arriving and waiting for my exit. . My dilemma. How to make an exit without getting killed. I would be happy to hear any ideas, suggestions or experiences. Mine is currently the ability to fashion a smoke grenade offering a 5 second or whatever time seems reasonable window, to at least provide an element of cover to attempt an exit with some chance of success. . In relation to the Duo's and chat comments. I have always preferred single player games and whilst I appreciate lots of players enjoy teaming up, I hope that in the final incarnation of the game, duo's and single player matches are segregated. . Once again, great feedback.
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I have been taken out twice now by a player using the female character. I can't recall the actual name, but will record it if it happens again. I emptied a full 30 bullet clip into the player over several bursts (don't know how accurate I was but it seemed quite a large proportion hit the target), but the player simply turned in a fairly relaxed manner and took me out with one quick burst! Are the Devs equipping certain characters with enhanced attributes for defence and weapon damage? I can understand it if it's to test aspects of game play, but it is annoying. If so give them a threat tag then players can decide to test themselves or not against these super soldiers.
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DO NOT LET THE PLAYERS KNOW WHERE THE BOX IS GONNA LAND, UNTIL THE AIRPLANE IS COMING
Oldninja replied to Akuakomb shooter's topic in Suggestions & Feedback
Apologies, but just posted something very similar. I'm completely in agreement with your suggestions. -
Comments : 1. For me the number of players presents the right challenge. 2. The amount of loot available is just about as it should be. 3. Map size about right. 4. Player mobility and speed of movement right. Suggestions : 1. More hits to make a kill 2. Add at least one more vault per game 3. Extend game time before radiation cloud 4. Minimize cover at exit points to deter bushwhackers and be safe as soon as countdown begins 5. Add variety of grenades. Smoke, explosive etc That's all for now. Keep up the good work, great game.
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Having been on the game virtually every day over Chrimbo and the New Year, I have one addition. I recall that this may have been mentioned in another thread, but here goes. Don't give the location of the drop zone until the plane is over the map. It seems lots of players head for the drop zone and wait in cover. This makes quite a large part of the map too risky for general looting, particularly if your looking for specific items for upgrades rather than looking to get the crate. Also, maybe consider 2 drops in totally random areas. This would result in the more options for players at all levels on the risk taking scale.
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Has happened to me on two occasions now. Could the coding not stop any damage from a terminated player before their ordinance causes any further damage, or is it the case that the final kill shots are delivered at exactly the same time.
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Thanks for taking the time to reply, nice to have some confirmation. I'm sure they will get around to it.
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Glitch !screen too bright! Green and blue.
Oldninja replied to Akuakomb shooter's topic in Suggestions & Feedback
I've had the same problem twice, one a few days ago. The only solution I found was to exit and start a new match. -
Full of ideas today.... Maybe make the duo's tag active for just 5 seconds every minute. That way singles won't necessarily know their exact location, just the area their in.
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Mentioned a possible solution in another thread. Accept the reason for mixing singles and duo's, but give the duo's a threat or similar tag. Then singles can avoid or engage as they wish.
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I've come across duos a couple of times. First two times one set me up for the other to finish me off, third time I got the drop on them and saw them both off. Have to say that it doesn't seem right to have to hold back on a potential kill to see if Their mate is waiting to take you out. Agreed that it's a game in progress, but a separate server for duo's would be good. Alternatively, tag them with something like the threat tag. That way you have a choice to engage or avoid.
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Hi, I had a odd glitch during one match. Looting upstairs in a 2 storey house and heard someone downstairs. Took up a defensive posture on the landing, kneeling and aiming just above the top step. Heard the player approaching so readied to shoot as soon as they appeared on the stairs. Before I had the chance to get a shot off they seemed to just appear at the top of the stairs and finished me off. Anyone else had any strange clutches?