Since all ideas seem to be scattered across multiple threads, why not just combine all the ideas into one huge list that allows the devs to find it easier?The only thing I ask is if you disagree with someones idea, simply post a counter idea, or explain exactly why said idea would not be good. I would like to prevent bickering.Lets keep this civil folks!Mine is...
EDIT thought of some more fixes last night.
BALANCE SKILLS INDEPENDENTLY (PVP & PVE VALUE):
It is a simple concept really, each skill will receive its own numbers for PVE and PVP. This makes it FAR easier to balance for each play style while still maintaining viability for both.
For instance, Seeker Mines: Cluster Mod - These will get nerfed in PVP I guarantee it, there has been too many complaints. But what does that mean for PVE players? It means they will do barely any damage and will become useless just like sticky bombs. So essentially all damaging skills will be useless in both game modes. With my idea, they can independently adjust the damage for PVP without ruining PVE balance. Honestly, skills should hit quite a bit harder in PVE (as stated below).
CLASS SYSTEM:
I am surprised there isn't a class type system in game. After all you do have access to 4 character slots. So my ideas.
Tech Specialist
increase to skill haste, and % bonus to electronics and damaging skill range and radius. Cooldown on deployable skills such as mobile cover and smart cover begjn 10 seconds after being used. Not once destroyed.
Weapons Specialist (Sub categories)
CQC: Increase critical hit chance and critical hit damage, clip size, accuracy and stability with shotguns, smgs, and handguns
Midrange: Increase enemy armor damage, damage out of cover, accuracy and stability with assault rifles and lmgs
Marksman: Increase headshot damage, rate of fire, accuracy and stability with sniper rifles
Medical Specialist
increase to skill haste, range and potency of heals. Medpacks heal your group members as well (free talent essentially).
Frontline Specialist
Increase to Armor, EDR, and protection from elites, is able to move faster with ballistic shield and more effective ballistic shield and mobile cover.
All weapons should receive innate bonuses that give ALL weapons a use within a given range. This idea came to me at the fact that Assault Rifles outclass SMGs even in CQC, why? Higher base damage and Enemy Armor Damage, the nerfed crit chance negates the usefulness of CHD basically and if you think about the math EAD is essentially a free straight percentage boost to damage versus enemies with armor, which is ANY elite or veteren, IE any enemy that matters.
Percentages are obviously rough ideas, but you get the idea, and if you think about it, it is really the only solution to avoiding having a single weapon outclass everything else in any given situation. Why would i use a shotgun that can hit for 130k in one shot when I can unload 14 rounds per second hitting for 40-60k with 5k Firearms into a target with an M4. Also, missed shots are far more forgiving as you can realign while holding full sustained fire.
- Shotguns: +15% damage if within 0-15 meters.
- SMGs: +15% damage if within 5-20 meters
- Assault Rifles: +15% damage if within 15-30 meters
- Sniper Rifles: This has two catagories
- Semi Auto: +15% damage if the enemy is at 20 meters or more.
- Bolt Action: +20% damage if the enemy is at 20 meters or more
- UNIQUE TALENTS Add these to weapons that are exclusively available while in cover. If you leave cover they are disabled. Encourages tactical play and adds more flavor by giving more options to players.
- RESEARCHING: Add researching to the game, agents can research new tech that will allow you to further mod your gear, IE adding more slots to gear, researching new schematics that enhance current weapons etc. This is a completely fair method as ALL players will have access to it, as they will only need the initial blueprint and invest time into researching said blueprint. Each new blueprint would take a certain amount of time and can keep getting upgraded by tiers, however this requires you to log in and click research after each round of research completes. Also, as you increase in research tier it takes longer to complete. Research tiers would be 1 through 5, 1st tier 1 day, 2nd tier 2 days, 3rd tier 4 days, 4th tier 7 days, 5th tier 14 days. As you can see that would be 1 month real time per skill completely researched. I would say make a limit to this so players can only enhance so many skills. Basically making your character a specialty build. Gear would allow you to research every weapon and piece of armor available in the game with the same progression path. Which as you can tell would take a LONG time to have all maxed items. Only 1 active research can be done on each character on your account, in other words 4.
- MORE DIVERSITY: add more skills and talents for characters and allow the use of 3-4 skills at a time if more skills are added.
- LEVELING SYSTEM: Add a leveling system that allows you to enhance abilities and handling/damage of weapons by using them more. The more you use them the better you get. Obviously there would have to be a ceiling to it. Also, add researching to this, as in experimental tech that could either slightly enhance the ability or greatly enhance it but add drawbacks as well.
- ADD UNIQUE AMMO: That can be chosen on the fly. Example, armor piercing will do more damage to heavily armored enemies but less to non-armored ones. The current consumable ammo we have is kind of silly. Perhaps even allow us to buy rounds of special ammo and once depleted you would need to purchase more. Lends itself to encouraging good aiming.
- FIX ELECTRONICS: Enhance all electronic skills, they still seem to be lacking even with extremely high electronics. My BFB sticky bomb would only hit for 500k with a long cooldown (around 24s I believe). Compare to a sniper rifle and you can see that you could land about 6-12 shots depending on how well you aim in that time each doing close to or more than the BFBs damage PER bullet.
MAGAZINE MOD CHANGES:
- Extended Magazine:
- +High percent Magazine Size
- +x% Random bonus
- +x% Random bonus
- High Velocity:
- +5-10% Weapon Damage
- +10-15% Critical Hit Chance
- +10-15% Critical Hit Damage
- Heavy Magazine Spring
- +25-50% Rate of Fire
- +x% Random bonus
- +x% Random bonus
New types of magazine: Yes these would have negative to them, to balance out the bonuses.
- Slug (sort of you will still have pellets, otherwise it would just be a short range low ROF sniper rifle lol):
- +30-50% Optimal Range
- +10-20% Accuracy
- -15% Damage
- Experimental Rapid Fire Magazine
- +50-100% Rate of Fire
- -15% Stability
- -15% Accuracy
- -5% Damage
- +5% chance per bullet to cause target to bleed
- +x% Random bonus (max magazine size rolled on this would be 25%)
- Armor Piercing Magazine
- +20-25% Enemy Armor Damage
- -10-15% Damage to unarmored enemies (meaning once you deplete the enemies armor bar it would do less damage
- +x% Random bonus
- +x% Random bonus
- EMP Magazine
- Causes EMP discharge on target for 2 second per bullet (cannot use skills etc), does not stack. Can only occur once every 6 seconds
- +25% damage against deployed enemy skills
- +5% chance to shock target
- -10% danage
- -10% Rate of Fire
New idea, to get rid of the cheese that is hipfiring PVP:
- Walking-ADS (you automatically walk when aiming down sights anyways): -50% penalty to stability and accuracy, -20% optimal range
- Walking - Hipfiring (would have to toggle walk): -70% penalty to stability and accuracy -40% optimal range
- Running - Hipfiring: -90% penalty to stability and accuracy -60% optimal range.
- When in cover all weapons receive a bonus of +10% to accuracy, stability and optimal range.
This means moving is a huge detriment to the performance of your weapon and it also promotes using cover to increase weapon handling. This might help in missions as well. because people just seem to face tank everything while moving now.
A new system of acquiring named items:
To keep the stuff rare and hard to obtain then have all named items available to purchase at the BOO for max phoenix credits (2000), an absurd amount of money, 20 million+, target intel and directive intel. This will diversify what is needed to obtain it and take away the grind type nature of the pieces. In turn making players happier being able to play different content knowing that they will eventually 100% be able to get the piece that they want.
Quality of Life issue also entered into a separate thread:
The Grenade, Consumable in the open world, and the V wheel consumable menu in Survival are difficult to use. You can't tell where your mouse is pointing to select the desired item. When in combat and especially in survival, time is precious. If you have to stop and play with that stupid wheel, it uses valuable time. How about providing a pointer so that selection is faster, or design it so that when your in one of these menus, your mouse can't point outside of the wheel.
Do not know if this an issue on console, but I know many people who have this issue on PC.
Because Gabelikes to collate.Originally Posted by Draevik Go to original post![]()
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No, no. There shouldn't be any negative attributes to weapon attachments. That works in Battlefield 4, but it won't work here. This is a game where you can dump an entire 30 round magazine into an enemy, and then they'll kill you with a single whack from a golf club.
Here are a couple of things which shouldn't be terribly difficult to implement:
- A gear set which increases the drop rate probability.
2 pieces = 10% faster run speed (finish those missions faster)
3 pieces = 40% increased XP from kills and missions (more proficiency caches)
4 pieces = 3% increased drop rate from named NPCs or Double the amount of items dropped
Playing the same mission 50 times in a row, only to get nothing gets really ****ing annoying after a while. Plus, I may need to get multiples of the particular item I am seeking, since the Barret's Bulletproof vest I got is absolutely atrocious.
- Make Frontline/Season Pass weapons and gear relevant.
Remember those season pass weapons and backpacks from the rewards vendor? They're rank 4; they're useless almost immediately. The models already exist in the game. They can all be updated to GS 256. I want the Hunter pack to be updated to increasing shotgun damage by 8% instead of just a measly 20 points. That will immensely help out with a Lone Star shotgun build.
I really like that idea. Just make them so they scale by world tier.Originally Posted by AsocialLoner Go to original post
A few things I'd like to see are:
PVE content.
Continue/expand the story, possibly with a new chapter to JTF operations in the city, and give us more missions and reason to do them. There's a big detailed world out there which is going to waste at the moment due to the shocking lack of content in the game. And add the choice between PVE or PVP when going into the Dark Zone, just like Survival has. The Dark Zone would be awesome fun without other players.
Stealth Mechanics.
Remove the AI's insane ESP. Let us sneak around to engage or avoid enemies. Let us crouch. Make proper use of suppressors. Give us an alternative to approaching encounters than just simply going in guns blazing and hiding behind things. How people can grind missions using the same (lack of) tactics over and over and over again is beyond me.
More weapons.
There isn't much to choose from, and there are heaps of guns we'd all love to see added to this world that's absent of any variety.
Levelling system.
Improve player's proficiency with weapon types and abilities. Improve crafting skill with experience to increase chances of crafting better gear. Etc.
. . .
I started playing* the game a couple of days ago and i am already lvl 29. I do think it's too fast, then again i do play it almost 24/7 because i love the storyline, the theme all around and the detailed world and so many things. [*I just bought the game i mean]. I do think the PvE content needs everything you mention and i do hope Year Two content brings something to it.Originally Posted by Shadow__Hazard Go to original post
That being said, i actually wanted to provide some feedback on what i don't play and that is PvP. The suggestion you do about the Dark Zone is very intriguing to me, i wish they would do that but for some reason i doubt they will.
Nevertheless there seem to be many complains and a controversial topic about PvP and AB atm. I suggest to Massive, if they haven't already consider it, to make the DZ like BnS* Arena PvP. As gamers should know BnS Arena PvP is pretty famous in Asia. The main reason being that when you enter the Arena all your gear/weapon stats do not matter! Why it is important? It's the grand equalizer. It means it'll be a fair fight, it means whoever wins is more skilled. As a PvE'er i want a game i like to be very good in all aspects. I do hope the ETF brings something to the table and Massive will consider many options and balance things out ultimately. Have a good year all!
[*Blade & Soul]
I also think expanding the PVE content would be good - some more dynamic events involving JTF would be a good idea. Perhaps helping the JTF defend a (random) safe house entrance from attack, things like that.
I also like the idea of improving the stealth mechanics - that's how I play anyway, hiding in cover & throwing out a turret to distract them & then trying to flank them but, as you say, their ESP spils this.