Give it a year, at least. If it's dying or dead by then, and/or officially considered to be sub-par to... well, anything you want to mention, then you will be right. Then, it will be fact.
Considering that it's an FtP
shooter with strong RPG elements, I'd give it even a bit more than that. The market for those isn't exactly flooded.
Bruno:
Apologies; I apparently hadn't read your post thoroughly. I was in a bit of a hurry. To your points:
1. Dynamic terrain isn't in yet, but they're clearly working on it. Weather is static, but night-day seems to be in place.
2. If you mean "winning the match," that's how it works now. If you mean "getting paid more," that's how it works now. If you mean "let players actually enjoy the concrete fruits of their victories at particular locations," SOON (TM).
3. That's how it works presently. You hit a cap after 3-4 hours, after which passive SP gain is faster than battle-grinding.
4. Not sure what you mean by "weapon physics." The mass driver's arc of fire doesn't change with better skill, but skills do affect various aspects of weapons, including damage, maximum range (mostly useful for short-range weapons), recoil, reload time, and clip size (which makes more sense in some cases than in others, but what the heck). The same weapon will perform differently in the hands of differently-skilled characters, but the differences are incremental. You're incidentally the first person I've heard mention this as any kind of issue. I'd advise playing it yourself before you conclude CCP has made any kind of mistake.
Also, I said earlier that I'd talk a bit about hacking.
19. Hacking is a pretty important part of DUST, as it allows facilities and vehicles to be flipped to the player's side on the battlefield. The mechanic itself is simple: approach the object to be hacked, face it, and hold O. Times to hack vary, typically between 10 and 20 seconds, and can be modified with skills and modules. The trick here is that while your suit keeps up its scanning, so you're likely to get a warning before somebody jumps you, that scanning can be defeated, and you're a sitting duck (and often quite exposed) as long as you're there. Yes, you can stop hacking and defend yourself. No, that doesn't usually end well if somebody got the drop on you.
Also, starting to hack an objective will cause that objective's icon on everybody's HUD to begin flashing. This is typically the point where you get ambushed by a hidden defender or somebody remote-detonates that pack of explosives you failed to notice.
20. Stealth in DUST is a matter of visibility-- not visibility versus invisibility (though the scout suit's description might give you the impression that you're going to be emulating the Major from
Ghost in the Shell), but electronic visibility. Suits have two stealth statistics that are locked in permanent competition. These are scan profile and scan resolution.
Whichever is lower, wins. For the scanner, winning means getting a little orange tag over an opponent's head, giving away their position, and getting their location marked on both the minimap and the battlefield overview. This intel is automatically shared with your entire squad.
For the scanee, winning means that none of this happens.
Certain actions will raise your scan profile, such as sprinting and firing. Scan range is limited, but line of sight trumps range, range is shorter behind you, and actually looking straight at someone will pierce even the teeniest profile. This has several implications.
First, you can always be visually detected, and detection rapidly leads to exposure (a fierce fight against a lone assault suit at best; at worst, a whole squad). Maintaining, literally, a low profile will reduce the enemy's awareness of you to an unmarked and (hopefully) unnoticed figure, but a scout suit still stands out on the face of a sand dune like a guy in a suit standing on the face of a sand dune. You still have to be sneaky if you want to sneak around.
Second, snipers live and die largely by trickery and mind games. Place yourself someplace like the crest of an exposed hill, and you'll frequently find yourself shot off of it. Find a less ostentatious perch a bit out of the way with limited lines of sight on your position, and you'll be much harder to pick off by dint of being much harder to spot in the first place. This is important when looking to pick at hostile assault teams, but absolutely critical when stalking another sniper. If two snipers are aware of each other, the one who's already crouched and ready to fire has a massive advantage-- an advantage that vanishes if your opponent is looking elsewhere.
Third, scouts are brilliant for flanking. It takes some serious guts to turn your back on a heavy to check for scouts coming in from the opposite side to ninja your butt. Heavy suits are virtually always obvious, and assaults are obvious when firing. A well-skilled, stealth-equipped scout is likely to stay unnoticed unless he steps through somebody's crosshairs. ... Of course, that's not too uncommon, considering how chaotic battles can become.