16th November Dev Stream Round-Up [SMOOTH SPECIAL!]


(Faraleth) #1

Remember, as always, unless specifically stated as confirmed, please take everything with a grain of salt.

Were you aiming to find out something else? Was I blinded and missed something that you’re turtley dying to ask? Check out the FAQ here: http://forums.dirtybomb.nexon.net/discussion/17544/dev-nexon-stream-faq

Competitive:

  • Going forward, competitive mode will be more of a focus for helping to balance mercs and weapons. They want to encourage more to use competitive and use it as a valuable resource.
  • Competitive will be “incentivised”, however not “forced”. (Needless to say, I think this was noted from the comp mission removal)
  • Match-making algorithm is a high priority, due to noting some are taking far too long.
  • There are NO Bronze rank players, due to players not moving up or down as quick as they assumed players might. This will be looked at, due to wanting to implement ranked seasons.
  • Ranked seasons will also include rewards. This is one of the things they want to implement to help push for competitive.
  • Possible season rewards include: Loadout cards, skins, credit bundles, and more. (Remember: These are NOT 100% confirmed, this is just initial ideas right now. They are subject to change.)
  • Competitive will have friendly fire ENABLED at some-point .
  • Maps are “built” around the 5v5 teams, so it’s unlikely competitive will get an increase in team sizes.
  • There isn’t “enough” of a player-base to make Execution mode a competitive mode right now, however if there is an increase in demand and players, “there is no reason why not”. They simply don’t want to fragment the player-base right now.

Maps:

  • “Priority right now is new maps.” Old maps may still be worked on, however they feel a lot of them aren’t in a bad place.
  • It’s unlikely new maps will be as big as Dome is.
  • A “drafting” option in competitive is something they want to try. Private match implementation will likely come first, and then take feedback from it, THEN introduce it into competitive if players are happy with it. (Mirrors would likely be allowed)
  • The “floating box” on Dome is only floating on low settings. It’s on a hook, however it was accidentally set to only render on medium or above. This will be fixed.

Weapons/Merc Abilites:

  • DPS is often kept similar for a lot of guns due to the nature of higher DPS killing players quicker than lower DPS, even if the gun is less accurate.
  • Stoker’s molotov cooldown will NOT be reduced. - One of the main reasons for this is that 2-3 Stoker’s could “stack” and camp objectives. If the opposing team does not have a counter, they are essentially screwed.
  • There is a known bug where Molotov’s do not do enough damage to the EV. This is currently being fixed.
  • They are “thinking about” giving the Dreiss and Grandeur a red-dot sight, due to the design of the guns leading to using the iron-sight. However, SMG’s are not “supposed” to be long ranged, thus the sights on them are not currently planned to change.
  • “The Grandeur is designed to be a medium to long range weapon […] which is why I feel like it would be good to add a scope or red dot sight to it.”
  • Some of the guns perhaps aren’t as “fun” to use as they might like, such as the Dreiss (this was the given example).
  • They are trying to “reduce the randomness” with some of the guns when it comes to spread, due to community dislike for it.
  • Focus will continue on the Timik being debatably weaker than the M4. The recent changes will be looked at, and then further improvements can be made if needed.
  • “Getting shotguns to work both at high level AND low level, without them being OP, is a tough task.” They could use a little more refinement, with the Hollunds being slightly behind the other 2 shotguns.
  • “We won’t see any nerfs to shotguns any time soon.”
  • Smooth thinks “we need to get some more differentiation in our guns”.
  • The REVIVR is “being looked at” and some recent bug fixes such as the low charge doing more damage than intended, should bring it further in line with other weapons.
  • Players have worked and/or paid for loadout cards that are already in the game, so nothing will ever be “removed” (such as weapons). There would only be tweaks to the loadouts themselves.
  • “Proxy is due for a bit of love, possibly, in the next update.”

Augements:

  • Sneaky and Enigma augments are currently being looked at for a buff, due to many players feeling they were fairly useless.
  • An idea they had for Pineapple Juggler was to make it so that melee weapons could “hit” projectiles (such as grenades) away.
  • No plans right now to add more loadout cards to the game, however it’s definitely a plan for the further future.

Game:

  • “Hacking” objectives are unlikely to return, due to the unsatisfactory feeling of doing it. (Hacking was similar to repairing, where you could run up and hold a button until it’s done)
  • They are “not too far away” from adding improvements to the trade-in system. No exact ETA however.

Technical:

  • Score-per-minute over your past 15 games, accounts for how casual team balancing works. This will be changed to include a longer match history, NOT include games under 7 minutes, and if you remain in a server, it will put more weight on the matches played recently.
  • They want to include a “lower than lower” and “higher than higher” video setting options, so that settings people are editing in the config are also changeable in the game.
  • Server-side in-game demo’s are something SD wants to implement. There is a lot of work from SD, Nexon and server hosts that will be required to make this work, however it’s definitely something that’s on the road-map for the future. “It’s definitely needed if we want competitive to take off.”
  • They will trial “off-set” spawn times in private matches, meaning attackers will spawn slightly earlier, however spawn waves will always remain the same time.

Echo:

  • Confirmed: Echo is still being used on a constant basis to help balance the game and maps.
  • Echo is currently a “very manual process” and thus, not very user friendly so it’s hard to make these results public properly as used in-house. Making some Echo stats public however is something they can do eventually.

Enjoy… Until next time! #roundup

  • Faraleth

EDIT: For those wanting to re-watch or watch the whole interview, you can see the VoD here.


(watsyurdeal) #2

Dude…this is all stuff I want to hear…now I’m suspicious


(VincentRJaeger) #3

Good as always! I bet your fingers are burning now after all that.


(MarsRover) #4

One thing I don’t see in the roundup - they briefly commented about hiding levels in pub servers. No plans for that, they want to resolve it by somehow separating high and low level players from each other. That is all they said.

Several problems with that:

  1. level =/= skill - separating players based on levels will never be a good idea. The only way this would work is by dividing players into 4 pools by level/skill - low/low, low/high, high/low, high/high. But why? Hide levels and divide by skill only - it doesn’t matter whether skill is based on game knowledge in high level players or pure FPS skill by low level players. What matters is performance, not some arbitrary, always going up number like account level.
  2. If what they mean is closing/restricting access to server browser and creating a pub matchmaking system then it will still not make any negatives of visible levels go away. People will still leave servers at the start because the other team has more levels. High level players will still get abused.
  3. Let’s just assume that they somehow solve this problem in a way I cannot see right now. Why not hide levels for now, as a temporary solution? It’s the simplest change there can be - hiding a few UI elements.

(Haki) #5

It’s so fun to see them admit bugs that you thought were just in your head.

I could’ve sworn that that small charge wasn’t enough to kill that high HP guy and yet he dropped.
Good to know that’s actually a bug :smiley:


(Haki) #6

Also @Faraleth you currently have 666 Insightful.


(Eox) #7

“Getting shotguns to work both at high level AND low level, without them being OP, is a tough task.” They could use a little more refinement, with the Hollunds being slightly behind the other 2 shotguns.

I do think I found a potential solution though : http://forums.dirtybomb.nexon.net/discussion/20251/adressing-the-shotgun-issue-shotgun-rework#latest

I hope they’ll look at my suggestion. Shotguns being useful in competition could be really nice.


(MissMurder) #8

Definitely worth the read if you didn’t get a chance to watch the stream. Thanks @Faraleth!


(Torch189) #9

@Faraleth Again, very good. Nice job, keep it going. :smile:


(HoopleDoople) #10

I really want to get into competitive, but I don’t think any changes can possibly make it worth playing until the team queue vs solo queue problem is solved. This should priority number one for fixing competitive. The simplest solution is to just split competitive into a solo/duo queue and a team queue. The key is having a player base large enough to support the split. Unfortunately three and four man teams are out of luck, but there’s just no good way to handle them.

Similarly, pub matchmaking improvements will only do so much good if the teams created are the teams used. Assigning teams before the match starts lets players bail out if they perceive themselves to be on an inferior team. Players switching teams mid-match allows for deliberate team stacking. And of course players rage quitting mid-match can leave one team undermanned or stuck with whatever players joined mid-match.

For both pub and competitive play the game needs to do a better job of putting players into region appropriate servers. Players from the US do not belong in EU servers and vice versa. The high ping provides mismatched players with a disadvantage that can be quite frustrating.

I must say I am very intrigued by the concept of drafting for competitive, but allowing mirrors would pretty much defeat the purpose of it. I would assume this would just force players into picking a team full of the most meta mercs. Without mirrors teams would have to make hard choices and utilize more unconventional rosters. Of course the problem here is that players would need 10 mercs to guarantee they have one left to draft. Perhaps there could be either an expanded free rotation for competitive only or mirrors could only be allowed for the starter and free rotation mercs.


(MAOCUBO) #11

in terms of the red dot, i think it would be better if the player could choose to have a red dot or the iron sight in their weapon, because in my case i hate red dot, i always prefer the iron sight in the weapons i’m using, that’s why i don’t really care for blishlok, so forcing players using an item they don’t like i don’t think it would be a good idea, as i said i think it would be a better idea the possibility of the player choose go with a red dot or go with iron sight.


(Lumi) #12

That’s a stupid excuse. While there are plenty mercs that can remove the Molotov’s effect, there is no way of removing Kira’s orbital strike and objective stacking witha couple of Kira’s is also a possibility.

Trying to? For the love of all that is holy, we’ve been asking for less randomness since day one! Oh and we didn’t mean recoil reduction by that, just no randomness in weapons…

The M4 is the strongest weapon in the game right now and it should be nerfed. Comparisons with timik are pointless. The timik has it’s recoil to keep any OPness in check, which the M4 hasn’t. They should look into that…

That’s funny. They used to have different weapons, but some months ago they decided to turn most weapons into lasers and killed almost all spread and recoil, you know, that thing that actually helps differentiate weapons…

Why? She’s in a perfect spot, maybe the Hollunds needs some love but the last buff was enough. I guess the free rotation had a lot of noobs using her and make her look weaker than she actually is…

Sneaky doesn’t need a buff, it’s the game that needs to implement proper actually hearable foot steps. Right now, unless there is complete calm on the battlefield, one barely can hear anyone moving…


(Drcipres) #13

When I saw what you posted about pineapple juggler I was like, “Excuse me ?”, so now is from trying to catch them, to punch them away ? You must need the range of a katana to not blow up for a nade


(AdmiralTeddy) #14

[quote=“Faraleth;20277”]
[*] They want to include a “lower than lower” and “higher than higher” video setting options, so that settings people are editing in the config are also changeable in the game.[/quote]

They should call “lower than lower” Potato and “higher than higher” PC Master Race


(N8o) #15

Look at the hotshot Faraleth getting their post stickied.
I couldn’t find it for a while, got worried.


(SereneFlight) #16

Going forward, competitive mode will be more of a focus for helping to balance mercs and weapons. They want to encourage more to use competitive and use it as a valuable resource.

aka nerf hammer is coming and pub players won’t be happy this time around either… … why won’t you let us to have fun D:


(Aazhyd) #17

Dreiss, not Driess.

Red dot sight on mid/long range: good idea.

What’s “echo”?


(Lumi) #18

[quote=“Aazhyd;110703”]

What’s “echo”?[/quote]

The ECHO system is a system developed by SD to record every major event of a game, including player paths, time to kill, amount of bullets hit/missed, amount of reloads, revives, etc. It’s a very powerful tool to study the balance of a game. And it is applied to every single match played of Dirty Bomb.

https://youtube.com/watch?v=1H72oTtBBCk

My grief with it is, that the team seems to not be backed right now by any form of data analyst or statistician that would help them sort out which data to ignore and which to value above another. I bet many of the random buffs or nerfs that we have seen happen without any grounds can be explained by looking at the new players handling rotation mercs or just by including data of all newcomers, which leads to huge biases. It’s no surprise Skyhammer and his M4 are so strong right now. Many newcomers play him and underperform as they don’t know the maps.


(MarsRover) #19

[quote=“Lumi;110714”]My grief with it is, that the team seems to not be backed right now by any form of data analyst or statistician that would help them sort out which data to ignore and which to value above another. I bet many of the random buffs or nerfs that we have seen happen without any grounds can be explained by looking at the new players handling rotation mercs or just by including data of all newcomers, which leads to huge biases. It’s no surprise Skyhammer and his M4 are so strong right now. Many newcomers play him and underperform as they don’t know the maps.
[/quote]

They basically said that they do not have the tools to separate weapon/merc stats based on player level, experience with a merc etc. That’s… not good. I hope they at least ignore periods when a merc/weapon is on free rotation. The problem is that Skyhammer and M4 are always used by new players. Also they disabled heatmaps when going into open beta because that generated too much data.

IMO the way to go is extending stats, reenabling heatmaps and enabling this only on a random fraction of servers to keep the amount of data manageable. Balancing right now is done on insufficient data.


(capriRocket) #20

id like them to focus on a way for solo players to play competitive.
after you got all mercs and stomped a few dozen pubs with each of them there isnt much left to do in this game.
this is why i only play maybe once in 2 weeks or when a new merc is released.

nothing wrong with group vs group comp but when a group dissolves there is nothing more left but a bunch of “unemployed” solo players with no place left to go.

ive said this to many games over the years, group play is great but if you dont offer anything for solo players your game ends up only being played by a few remaining groups.

2 modes:

GvG premade etc
solo mix of equal skill rating, sure people would still invite friends but its a start.