ADVERTISEMENT

Talk:Community Feature Requests

From Hellgatewiki.com

Jump to: navigation, search

Contents

Suggestions

Do you have any suggestions you would like to add to the main page that you are unsure has a great support in the community? Add them here in that case! --Leord 18:02, 19 November 2007 (CET)

Spice Up the Boring HGL Environment

All tables, chairs, crates, boxes, chests, shelves, rubble mounds, explorable buildings, etc, are the same. The environment is b-o-r-i-n-g. Why not have more randomized samples of commonly occurring environmental items? Couldn't the demons themselves have left behind supply items that look nothing like what humans would use? Perhaps there are some demonic devices that humans could use after completing certain interesting quests. The ideas are out there. I say let the devs come up with some more varied and interesting things to occupy our eyeballs to keep us interested. The chars are interesting, the demons are varied enough to be engrossing, the char minion/bot/drone and demon AI are nearly superb, but the environment...too much sameness. -- 17:32, 19 November 2007 Templar of Languedoc.

Thanks for the contribution! I have heard this before, and I agree, so I added it on the page! --Leord 19:46, 19 November 2007 (CET)


Mouse Filter and Fire

It would be great if there were options to make the mouse more smooth like in other fps games and also it would be good to have the option to turn down or turn off fire because it affects frame rate. -- 08:31, 20 November 2007 Acexwanderer

I know that at least the turning off of fire is something that is rather minor, and could improve framerate a lot, so that is a definite addition! --Leord 13:17, 20 November 2007 (CET)

Char Naming Convention is Childish

The char naming convention should be changed to accommodate multiple names separated by a space; you know, as in standard, proper English (or whatever other language is used). Why can't we have all CAPS if we so desire? I'm not for special characters in a name, for example, !@#$%^&*, but numbers are okay, such as my 9Mile, and other letter/number combos I've noticed.

Also, in chat, all names are lower case, instead of how the name appears ingame. Why is that?

Why isn't your char's name, level, guild displayed? I suppose this could get in the way of the UI during fighting, but it would be nice to have those char items displayed upon manual selection if the player desires them to be displayed. If selected, they could be "ghosted" so as not to be too intrusive. Templar of Languedoc

Names being lowercase in chat sounds like a bug rather than a feature. PS you can sign your talk posts with ~~~ or ~~~~. It would help people see who is talking. -- BSTL
It should be that only your name is lower case in chat. Everyone else's starts with a capital letter. All CAPS names are just as dumb as having symbols, numbers and leetspeak in names (an exception, admittedly, is the techsmiths, who have numbers, and that case makes sense). But that's largely my personal opinion. I name all my characters, everywhere, with real-sounding names. Can't say I see much point in having text above your own head... If you can't remember your character's name and level, you have problems :D Gertlex 18:54, 20 November 2007 (CET)
I want to know why we can't use Surnames (family names). I don't think it's too much to ask to be able to create a group of familial members - John Smith, Hunter; Joan Smith, Evoker; and their father George Smtih, Guardian. Dark Matter 11:44, 21 November 2007 (CET)
I agree, I think more people like to avoid having all caps or numbers in their names than the opposite. Having spaces or last name functionality in some way would be cool though. Should we add? --Leord 12:04, 21 November 2007 (CET)
I've seen other games where you choose a last name and then that becomes the name people use to whisper you in chat and stuff. Once you picked one you couldn't change it so all your chars would end up with the same last name. I thought it was a cool concept. I suppose this probably won't make it in hellgate but still. --Pixelz 06:53, 22 November 2007 (CET)

DPS calculation in weapon tooltip

A proper DPS calculation is needed for Hellgate: London. As it is now, the only way to quickly compare the efficiency of a weapon is to look at the weapon rating, which is essentially useless to determine the actual value of a weapon.

Having to manually calculate a weapon's DPS, by comparing rate of fire and damage per projectile, whenever a new potential replacement is found is extremely tedious and negatively affects the fluidity of the gameplay.

a small addition to the weapon tooltip, possibly positioned below, or next to the weapon rating would be greatly appreciated by me, and quite surely countless others who feel the current rating system is a joke, and a bad one at that. --SbEguy 01:12, 22 November 2007 (CET)

...OR it would be much simple and streamlined if this information is added as another tab to the character information below (or above) Defence tab. I was really suprised that there is no Offence tab.. -- BSTL 04:31, 22 November 2007 (CET)

an offense tab would be really nice, yes, but a dps calculation on the tooltip itself would help in seeing the dps without having to equip the item first. --SbEguy 08:22, 22 November 2007 (CET)

The problem with that is the DPS is really dependent on many things. Like, the skill you are using or stats of the equipped items. It's much harder to add, and it also be much harder to make sense of when displayed for weapons. Take the example of dual wielding swords, then the DPS or any other information about damage doesn't make any sense, as it won't be the sum of damage information for individual swords. Diablo 2 was displaying the stats for the left and right skill, which was useful, although it was missing a lot of information. It looks like the mest place to put this information would be the tooltip of the skill, which depending on the amount of information, will be very crowded and confusing at times. Therefore, the detailed information can only be in a seperate tab, which doesn't clutter the UI, with a possible micro version on skill tooltip. Also considering a missing basic offence tab is pretty obvious, and it's hard to miss, therefore I'm assuming FlagShip had reasons to not to provide detailed damage information to players. -- BSTL 09:59, 22 November 2007 (CET)


The addition of a DPS value isn't at all that complicated. Sure, the damage varies depending on your skills, but that is skill related more than weapon related. When it comes to Focus Items, I have too little experience to say either way. A simple DPS value, and possibly a DPS value for more than one mob (if AoE weapon) isn't that hard. Or perhaps split up the weapon rating to different things. Having +500% damage to demons will not help squat against zombies... Hot topic at any rate. Should we try to formulate a good way to put this in the article? --Leord 13:34, 22 November 2007 (CET)


@ BSTL i was suggesting a dps calculation on the weapon tooltip for the raw damage on that weapon only, not a total dps calculation:)

anyway, here's my attempt at formulating the issue in the widest way possible:P

Players lack a quick way to compare the actual damage of a weapon to another. Due to the weapon rating being affected by non-damage affixes (+skill), it is insufficient to quickly determine the actual value of a weapon. Currently, players have to resort to manual DPS calculations, taking into account rate of fire/use, and damage per projectile/slash. An addition to the weapon tooltip or information screen showing the raw dps calculation for that particular weapon would simplify this process.

keep in mind that my only high level character is a marksman, so i'm not too familiar with the other classes and their need for this kind of dps calculation, but when comparing high ROF guns, this kind of calculation is essential. --SbEguy 20:09, 23 November 2007 (CET)

What I'm saying is DPS on weapon is not any more useful than the weapon rating. Take blademaster, swing rate of dual swords is not the same as swing rate of individual swords. It's really easy to get into a situation where replacing one of your swords with a higher DPS sword actually reduces your damage. Same problem with critical damages. A weapon with high critical chance can do more damage than a weapon with higher damage, but this depends on your characters critical chance, and critical damage, which depend on the skills being used. Even for marksman, weapons you'd use for tactical stance versus sniper is different, DPS on weapon tooltip doesn't tell you how much damage are you going to do with these skills. IMO, two things are missing right now: 1- How much damage this weapon does per shot (without critical damage) (I mean the effects of mods), 2- How much damage this skill does per shot. These values should be there, and should not be DPS (except some cases) as it's misguiding. -- BSTL 22:28, 23 November 2007 (CET)

Drone

please please do sumthing about the drone! it looks pathetic!! is that really the most advanced tech humans can come up with?? A small drone looking like sumthing that is supoosed to carry around drinks in bars, make it a metal golem or sumthing that looks at least a little more proper for deamon fightning than a floor polish machine Ache 16:42, 25 November 2007 (CET)


Offline Characters Online

I (Leord) moved this section suggested by Lupernikas into the Discussion page, as I am not sure this has a community support behind it. While some games might allow using single player characters online, the chance to get hacked material on to the online servers are such a great deal, that I am surprised to hear ANY games does it, and it was no surprise for me to confirm that single player characters didn't work on the online realms. I would imagine most people with some experience in Diablo or other online games would too. While the feature is very nice, the chance to get hacks into the game is overwhelming.

"Something which wasn't communicated before release and then when the game was bought is that, unlike other RPG's which provide online and offline content, is that you cannot use your offline character online. I'd levelled my character up considerably and got a fair amount of Legendary and Unique equipment before I realised this. In other such games I have played, you complete normal difficulty and can then continue online at the next difficulty level with your character. I was heartbroken to realise that, should I now decide to play online, I will have to start all over again. Is there no upload method planned for registered users to be able to use their offline characters online?" Lupernikas

If there are more players that have this suggestion, please make a reply below here, and state your support. --Leord 14:43, 28 November 2007 (CET)

this has a veeery easy solution, Opened and Closes 'net. period Ache 18:26, 28 November 2007 (CET)
That is a good point. The matter is still at hand though, do you (or anyone else) feel that it is important enough to warrant a mention here? --Leord 13:18, 29 November 2007 (CET)
Im personally cool with the system that is right now, but I can understand Lupernikas 100%, its horrible playing shit loads offline and then not beeing able to transfer ur bloke online.. now that sucks! Ache 15:40, 29 November 2007 (CET)


Crosscutter

I disagree with the need for significant changes to Crosscutter. I have a 32 Blademaster whose build is based on that tree, and I have no problems one-shotting things with crosscutter. You have to make sure that your main hand blade is a high direct damage weapon, and that you put plenty of points into Sword Master. Carch 14:48, 6 December 2007 (CET)

Thanks for informing us. I'll move the section here. If there is anyone agreeing or disagreeing with Carch, please state your opinions here, and we'll decide if it belongs on the front page or not.
Right now the "distance sword attack branch" is more like filling on the cake for the Blademaster. Some possible way to make it better is to make the throw piercing or extend its range per level up.
--Leord 13:59, 7 December 2007 (CET)

Game Atmosphere

The game needs a serious change in mood. The opening cutscene sets a serious tone to the game that's broken by the actual in-game quests, NPCs, and environments. Things like quests should be made more unique and less like cliche MMO quests. Environments should have better lighting and more ambient sounds/effects, in addition to being made less repetitive and more nonlinear.

Someone posted a complaint thread on the official forums about wanting Holloway's voice to be changed back to the original beta script. Others agreed, some said "no leave it." I replied, "Chronologically in the story, it's been 18 years. Day in and day out, standing behind a counter, selling a gun or sword or a box of health injectors to yet another random adventurer with more gumption than brains only to find their name tacked onto the bottom of a nearly never ending list of casualties would be enough to drag one's morale into the very sewers they're fighting and residing in. The human mind and spirit find interesting ways to cope."
You start the game as a relative nobody, and have to prove that you're worth being helpful to the cause of Saving the Human Race. If you can help the least of those left, including the mad, twisted, lonely, greedy, etc, then you might just embody the traits we as a people are trying to save. Otherwise, what's the point of handing over the best armor and items to someone who's just going to end up broken and beaten, like all those other Templar you see lying in the streets?
As far as the environments, the city has been ravaged for, as I mentioned, 18 years. Would you expect it to look shiny and brand new? No, it would look aged and worn and falling apart. (Honestly I would think there'd be more fallen buildings, but just the same) Why would they be better lit? Give me some examples. If the sky is darkened by exospectors and ash, why would there be very much sunlight, if any at all? If the surface power stations were destroyed, leaving the survivors to subsist on (likely overwhelmed, over extended and undermaintained) Templar-run energy sources, why would the subways sewer tunnels and steam rooms be well lit? Up until (whatever the game-time date of) Oct 31, 2007, we were fighting a losing battle.
What other ambient sound effects would you request? If I'm walking down a deserted London street, the only things I'd expect to hear would be my own footsteps echoing off the destroyed buildings, maybe some distant gunfire or explosions. It would be like walking in a graveyard. As an added aside, the ghost-walk effect of "hearing ghostly voices" is rather cool.
As far as it being linear, there's a reason for that :)
Though what other quest types would you suggest? There's a great suggestion forum on the official forums too, if you would like to share your thoughts there. --Mileron 17:58, 7 December 2007 (CET)
Well I was thinking being able to hear the wind blowing, the humming of computers/equipment, flickering of flames, chants both evil and good for respective areas, etc. Visually I'd like to see things like trash and other light things being carried around by the wind, buildings that seem more distinct and actually look like people once lived in them, lights flickering and just barely powered (this is the future; besides, they already have power underground and in the tunnels, including computers/machines in the instances). I don't think 18 years passing is a good excuse not to add atmosphere to the game; even a graveyard can have a mood attached to it. Whenever I play it the environments just feel like vessels to carry the gameplay rather than actual places. The quests aren't nearly as good as Diablo 2, which extended far beyond just killing some monsters or collecting a bunch of the same item. --Pipgirl
I have noticed many people talking about dialogue in quests and mood. Perhaps it should be added? A summary of the mentioned quests suggestions might be a goo idea as well? --Leord 13:40, 10 December 2007 (CET)