TLDR: Just read the bold text.
There are plenty of posts on here asking for things like Survival or Underground, or an entirely new mega DZ, or other incredibly huge changes that realistically can't just happen out of thin air because they take large amounts of development time. So instead, this post is going to cover some tiny little fixes that are realistic, that could have huge impacts on the game's quality of life (hopefully for the better), that shouldn't take very much development time or effort.
PVP in general
- The booster hive needs some balancing. It's fine to have a skill to give you a speed boost to chase people down, or flank faster than expected, but it's being used to "chicken dance". A simple solution that would help this without making it useless, is to have the booster hive only boost your top sprinting speed. So while you're aiming down sights, hip-firing, or reloading your gun and are forced to walk, you're not walking at the average agent's sprinting speed.
- While we're talking about "chicken dancing", the solution seems incredibly simple to me. It's already implemented in the game, that when strictly using the arrow keys, if you're sprinting left with A and try to immediately sprint right with D, your character does that little stagger, and then has to build up speed again. If you try to immediately switch back to sprinting with A, you haven't built up enough momentum yet, and your movement is sluggish, to prevent people from spamming ADADAD etc at full sprinting speed. If you add in pressing W in between A and D, it's possible to rotate smoothly, but if you do it too quickly and your agent turns too sharply, you still stagger, and have to start moving from a standing start. However, you can bypass this whole system entirely by simply throwing your mouse all over your desk, and you can do a million 180 degree turns on a dime while sprinting at full speed. How did this even make it into the game? If your agent rotates too quickly while sprinting, they should do the little stagger animation they already do, regardless of whether or not that rotation happened from your mouse, or from your keyboard. Problem solved.
DZ
- One person in a group should not be able to clear the manhunt status of the other 3 agents halfway across the map. You can be in the middle of a gunfight by the checkpoint, and then all of a sudden *poof* they're no longer rogues (it's even worse when you're in the Occupied DZ, because then you end up going rogue because the guy's manhunt got cleared mid-fight). You currently require the entire group to be close to the thieves den vendor to enter it, so do the same thing with the manhunt terminal. Make it so the whole group has to be in the manhunt zone around the terminal in order to clear the manhunt.
- Apply the same rules for the Conflict spawn zone to the DZ checkpoints. You wanted to make checkpoints in the non-occupied DZ safe spawn areas, but you failed hilariously. Sure, rogues can't stand at the door and gun you down, but they can throw their seekers and hives right in front of the door and kill you that way instead. If you're rogue, your skills shouldn't be able to enter the area around the door, just like a Conflict spawn zone. Also, give agents some invincibility when they spawn in, to give them some time to grab cover. Most manhunts in the game seem to come from people just camping a checkpoint, as opposed to actually skilled groups surviving in the thick of the DZ against multiple agents.
Conflict
- Artillery turrets shouldn't be able to shoot into the enemy spawn. While they might not be able to shoot fully into the spawn, you can get radius mods that make it so the explosion reaches all the way into the spawn. The solution is to just increase the cutoff range for how close you can shoot skills to the spawn zone. (Also, might be a tougher fix, but the hit box on that turret is pretty broken. Often times I shoot it with my MMR and it just does no damage)
- Getting camped in the spawn isn't fun for either team. Most PvP games have multiple exit points from a spawn, so that stuff like that doesn't happen. But, since we're not going to get a complete map redesign, the solution is to just increase the effectiveness of the spawn invincibility. Make it last like 15 seconds or more, even if you start shooting, as long as you stay in range of the spawn. Also, make that range of allowed invincibility big enough that it allows people to get to the first "fork", to allow them to pick a lane to go down. Hanging out 5 feet from the only exit from the enemy spawn should be a death sentence. If you want to camp the enemy team, you should have to have people covering each lane, not the one exit. This allows the trapped team to group up and all go down a lane together, to try to break out of spawn. Edit: If this got implemented, spawn zones would no longer need to be immune to skills. That way a team can't just hide in there forever. They'd get their immunity to push into the map, but if they don't use it, then they can get flushed out by the enemy team.
- The conflict rewards are still a joke. 1-3 random items for 10-15 minutes of your time? Add in targeted loot to Conflict. Potentially even allow agents to manually pick which targeted loot they want. 1-3 targeted items for 10-15 minutes of your time is still slower loot than any other activity, but it might get more people playing Conflict if the current activity for the loot they want for that day is an activity they don't want to do. It would give people another option.
PVE
- Targeted loot is an amazing change, it really is, but the fact that the amount of targeted gear you get in a mission is pennies compared to what you get doing open world activities and CP4s when playing solo, and it makes it not worth your time to do missions for targeted loot. The solution to this one is simple: moar loot plz
- Don't force people to play missions on Story difficulty the first time. I have yet to do the second mission of the Pentagon, because doing things on story mode is just a waste of time, since the loot you get is practically nothing, and at this point in the game, it's so mind-numbingly boring. We've got builds in the game that can speedrun the raid. Any sense of urgency, tension, or accomplishment from the mission's narrative is gone when you spend the whole mission mowing enemies down like they're made out of paper. "Look out Agent! This is Boss McBossman, you need to kill him in 3 minutes or he'll blow up the entire world. Tread carefully, he's got advanced weaponry that poses a serous threat to anyo-CONGRATULATIONS Agent! You've killed the boss and all his henchmen with a single seeker mine. Only an agent as skilled and accomplished as you could have saved us all." >.> seriously? Look, if you don't have a top level build, that's fine, play it on whatever difficulty you're comfortable with, but don't force highly geared players to play something on the easiest difficulty in the game.
- Doing CP4s can be fun. It's a nice way to get used to more difficult content, and it's nice to have a heroic level difficulty that scales to your group size. The problem is the open world activities are a snore-fest now, and feel like a chore. Similarly to the missions, why are we forced to do stuff on Story or Normal difficulty? I don't know if this is an easy fix or not, but the solution I'd like to see in the game is to allow players to select a global difficulty level for enemies in the open world. If enemies on the streets, or the ones doing territory controls, public executions, etc were all at Challenging or Heroic difficulty if you wanted them to be, it would make those things a little more exciting to do. You'd still have to "level up" a control point to get enemies in there to be stronger and drop better loot/blueprints, but at least while doing that you can be having fun and getting meaningful loot.
These are just a couple things I've thought of since TU6 came out, but I'm sure there's more. I absolutely love this game, and it just pains me to see things that could just have a tiny tweak to them that would make them be infinitely better. I'm sure other people have some ideas too, so feel free to share them below. If it's a fix that would take just a few lines of code, or a tweak to some number value, and would result in a hugely positive change, then share it. These are more likely the kinds of fixes that we will realistically be able to get.
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