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#feedback

Edited by TMoose20: 10/12/2015 12:25:27 AM
57

Let's Improve D Pad Functionality

So here's a novel idea, how about making the d-pad useful? I don't mind the dancing and pointing gestures but I think it would be much more useful while playing if the buttons had a real effect while shooting alien scum. I have two ideas: 1- Let us assign a consumable to each spot, heavy ammo synthesis or ether seeds for example. It's amazing to me how slowly the menu pops up. It's so cumbersome during a fight to get into the menu, switch tabs, then choose your consumable. 2- Make each direction cycle through one of the weapon types. 'UP', for example, could cycle through the primary weapons your character is carrying. The problem I see with this is the different ammo types/clip sizes. It would be terrible if you had two machine guns with a rocket launcher in the middle - 200 bullets to 6 rockets to 6 bullets would make this change useless. I would propose having a standard ammo reserve for each ammo type (200 machine gun bullets which would be usable by any machine gun, and 6 rockets usable by any rocket launcher). Something like that maybe, but I don't know, I'm not a game designer/coder. I know this change would take a lot of time and effort by the dev team, but I do think it would have a positive impact on the game. Hopefully my ramblings make sense to someone out there. Edit: 3- Implement the d-pad switching into the ghost menu. This would be a more "realistic" way of fast switching/using consumables since your ghost materializes stuff for you to use (ie the sparrow). It would be faster than going to the full menu but would keep a delay in weapon swapping. As far as the ammo issue, I think it could be mitigated by having ammo tied to the specific weapon instead of the universal ammo used now. End of edit.

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  • It sounds like the ghost in TTK will be used a bit more... I wonder if they'll be it for something similar to these suggestions?

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    • Been saying this for awhile. I'd much rather be able to cycle weapons/pop synths instead of pointing at a level 33 hallowed knight.

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      • Buy a modded controller and make your own macros.

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        • Forget your suggestions on synths/consumables Left right arrow would allow for switching between two primaries. One maybe pistol the other scout. Up and down arrows would be for specials. Maybe shotgun and the other sniper. When you hold down the Y button you would then be able to switch between heavies. Maybe rocket launcher and the other Machine gun. Though assigning consumables would be okay. I'm okay with going through menus. Usually I take consumables while hiding somewhere. Synths as well. Bungie fix the extremely slow menu.

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          • Oh maybe for synths make them auto activated instead of activating via menus. So when you get to zero for rocket launcher a synth is automatically activated. You can turn this feature on or off.

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            • Dude, the D-Pad dancing is one of the most intuitive things in Destiny. Every game I play now I try to do it in. ESO, Far Cry 4. It never works.

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              • Edited by Alpha3371: 9/4/2015 3:44:50 PM
                Why not make the D-pad open up pop up menus you can cycle through, (one of which has the gestures)? This should allow preservation of both features.

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              • Sounds good. I was thinking of an on-the-fly system which involves holding a d-pad direction and a selection wheel for: primary (up) specials (right) heavy (down) emotes/selected consumables (left)

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              • Liked and bumped. If you're going to not ignore one post today Cozmo, this is a good one.

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              • Edited by Sinnovart: 8/2/2015 10:48:19 PM
                But, I like waving after sniping someone and taunting enemy snipers when they're hard-scoping for extended periods. Also, I like having dance parties with other players.

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              • 1
                ShadowInsurgent
                ShadowInsurgent

                Founder of The Solar Syndicate - old

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              • Bump

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              • Edited by Svedalrain: 8/1/2015 6:06:19 PM
                This reply is mostly about that ammo (200->6->6) thing: 1) This bit comes from my observations and very early patch notes. I have no sources available to cite. For a weapon 1 with maximum capacity x and current inventory y, and weapon 2 with max cap z, and inventory w after switching to it: For two primary weapons, w=yz/x in all cases. For two specials or two heavies in PvE, w=yz/2x, except when not alive (dead, not yet in game). If not alive, w=yz/x. For two specials or heavies in PvP, w=0, except when not alive. If not alive: w=yz/x. If you need help interpreting this, open the spoiler. I'm highly abstract, so the math works for me, but maybe others don't like it so much. [spoiler]Switching from a primary with inventory of 25 and max of 100 to a primary with 200 max will leave 50 bullets in inventory, but for special weapons under the same ammo circumstances leaves 25 in reserve.[/spoiler] 2) To solve the problem of switching to weapons and loosing ammo, I'd want a "confirm selection" for switching to weapons. Otherwise, w=yz/x2ⁿ for n=number of transitions necessary for PvE special and heavy. That could make switching between a field scout Corrective Measure to an identical one go from 300 rounds to 1 or 2 rounds if they were 9 apart. Some text to warn of potential ammo loss would be nice, as would a basic display of perks unlocked to prevent switching to the wrong of two weapons of the same name, different rolls. 3) I'm not sure about tying ammo to specific weapons. How does the ammo transfer? Can I have a primary without any ammo when switching from one with full ammo? PvP resets ammo every game. How does that work now?

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              • Love the ghost idea. This would allow bungie to map the dpad to synths without changing the in-game coding. Bungie should break out the use timing for each synth. Other consumables can stack such as telemetries and glimmer boosters why not ammo synths? I would like to use a special and a heavy synth sometimes. Having to make a choice between the two has always been a pet peeve of mine.

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                • Bump

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                • Let's keep it fun.

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                  • Cosmo liked this

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                  • Love it. The idea has been around for a while but not considered

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                  • Are you saying dancing isn't enough? Shame on you.

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                    • Bump

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                    • B-b-butttt.......dancing is too important....it's a very crucial and intricate part of this game....yea what a -blam!-ing joke that is lol....we're not getting any dpad functionality because they are adding more emotes which I guess will enrich the lore because it cost 20 -blam!-in dollars to get. We're also not getting any dpad functionality for the same reason that were still not able to skip cutscenes...wanna know the reason we're not getting either of those two very simple things... It's because it makes to much -blam!-ing sense. I never heard that phrase nor did I understand it until I joined the military. Basically what it means is that even if it's a great idea and it makes sense, the boss didn't think of it himself and because he didn't come up with it then it's a terrible idea that will never get used or put into effect. Instead, because this bastard can't swallow his pride and admit that not all great thoughts will come from him, you're left with a stupid -blam!-ing plan that not only does not work but takes for -blam!-ing ever to accomplish. Same can be said about every other company in the world, the corporate sector is always doing and thinking up shit that makes no sense. In bungies case they have a rich benefactor that gives not a fiddlers -blam!- about their vision so it's easy to pass the failure to someone else that is not them.

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                    • This post is in the Highest rated section of #feedback and there's no response from Deej or Cozmo?!? Like what the?!? What does a forum post have to do to get a response from these guys?

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                      • ... New bump in a new month

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