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DN_MiguelItUp#0468 posted (#post-206908) said:


We appreciate your input! As we've talked about in the past, the UI (and other components of the game) will continue to be updated and improved. Some more UI improvements will actually be appearing in the next PS4 & PC updates. We'll be providing more details on those when we have everything solidified.



Ok thanks. In fact things are not that serious for ships with slow style like dreadnoughts, but I think the inconvenience is very obvious for those ships need fast reaction and a lot of control, like light artillery cruiser.


I haven't played corvette yet, perhaps we can have a space RPG interface of these ships?


Vasiliy#2624 posted (#post-206928) said:


Well in league of legends you need about 10 buttons as well and it has 50 millions players so it mustn't be that bad.



When I say ten buttoms I didn't take those only needed when releaseing skills into account. LOL need wasd,fg,and sometimes 123456, but they are all for skills and none are needed for moving. While for this game it need 6 bottoms to move and 4 bottoms for energy, and maybe another for switch weapons. The player often need to keep 2-3 fingers pushed on the keyboard for simple moving and one finger of sinple attacking. Also, viewing the battlefield is easy in LOL, while in this game...

it takes 6 buttonms to control the manuvure of the ship and 4 more for energy management, all the ten bottoms are often needed(others are less often needed) That's a bit too much, which makes things even worse the player need to keep pressing on w to movebthe ship. Games like WOWS are slower paced and needs less button. Sometimes I feel that I need more then two hands to control fire, move and energy management at the same time, not to say view the surrounddings or move up and down to evade fire.


Perhaps the ship should always turn to the direction of the camera automaticly, or perhaps primary weapons should aim and fire automatically and players can just switch the target which left mouse botton and switch weapon with right bottom, or perhaps the ship should move automatically and w is used to switch between move and stop.


The mini map and other UI stuff also badly in need of improvement. As this game is fast paced and includes 3D battlefield, it is important that players can get the imformation they need quickly. For example the direction of allies and the enemies in their sight should be showed in the mini map, so that they won't rush into enemies after respawn, or move their camera all arould to find the attacker when attacked from behind. The battlefields of this game is more complax then those of WOWS, while its UI delivers much less battlefield information.

Perhaps heavy covettes can counter healer while lighter ones cannot?


Brother Belial#4215 posted (#post-206668) said:


It has everything to do with this topic. Give me a dread with more health and I'll bable to manage my cooldowns and shield energy even better, making me harder to kill. Now add a Tac to the mix and I'll never die.



Ok...Perhaps I am a bit lack of experience

Some people complains that healing is a bit too powerful, and several healers gathering together are very difficult to kill. However simply reduce healing speed may make tactical cruisers too weak. I have teo idea which may help solve this problem.


The first solution is that damage taken form different sources takes different time to heal. For example damage done by destroyer and dread main guns are considered surface damage, their damage amount is increased but can be healed in a greater speed. On the other hand the damage done by artillery cruiser main guns and ram are considered structural damage and very difficult to be healed.


Or there is another solution, every time a ship take damage, some of the damage, perhaps 80%, are considered surface damage and can be healed, while other 20% are considered structural damage and can’t he healed.


Brother Belial#4215 posted (#post-206652) said:


Dreadnoughts are as good or bad as the captain in charge of them. I've seen them close to impossible to kill, or them take no effort at all.



So you mean dread is the class whose performance depends the most heavily on the player’s skill? That’s reasonable, but I don’t think it have much to do with this topic...

I understand what you says, but I don’t think the health of dreads have much to do with that problem. I guess that’s mostly due to the healing speed is too fast.


Perhaps the developers should take a look at WOWS and divide damage into several types. For example damage done by destroyer and dread main guns are considered surface damage, their damage amount is increased but can be healed in a greater speed. On the other hand the damage done by artillery cruiser main guns and ram are considered structural damage and very difficult to be healed.


Or there is another solution, every time a ship take damage, some of the damage, perhaps 80%, are considered surface damage and can be healed, while other 20% are considered structural damage and can’t he healed.


Sorry I can't quote your message or I'll get 404 error

As dreadnaughts are the largest ship in the game and also serve as the name of this game, why not make them more powerful and balance this with less exp earned from kills and more death punishment, like more score and exp for the enemy and greater respawn time for the player?


These changes can also be done to destroyers, and for covettes we can do the oposite. For exmample we can give dreadnoughts have 1.5 time the damage and health they have now, and 2/3 for the corvettes, at the same time dreadnoughts earn 1/2 exp from kills, while corvettes earn double.


After all, it is strange to see that a tiny corvette is as inportant as a huge dreadnought, and all thoes weapon batteries on a huge dreadnought actually do less damage then several small guns on a destroyer.