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.