3 things SD should change


(Dragonji) #21
  1. Make hitboxes a lil’ bit bigger. DB is much faster shooter than CS, hitboxes should definitely be bigger in my opinion.
  2. Implement prone and (visible in 3rd person) lean.
  3. Game console should be more “powerful” in my opinion, I miss id Tech where one could change almost everything through the console.

(rand0m) #22

[QUOTE=Dragonji;449109]1. Make hitboxes a lil’ bit bigger. DB is much faster shooter than CS, hitboxes should definitely be bigger in my opinion.
2. Implement prone and (visible in 3rd person) lean.
3. Game console should be more “powerful” in my opinion, I miss id Tech where one could change almost everything through the console.[/QUOTE]

Unreal engine has different parameters then idtech, it’s all about knowing unreals code from idtech. You do everything more in configs for unreal. SD can’t change this, you need to speak to Epic about that.


(Bangtastic) #23

acQu post #10

[QUOTE=acQu;449070]

  • maps need a major major overhaul. [/QUOTE]

Samurai post #12 point 1.1


(-iWi-) #24

yep -

  1. some forward slide - glide ,
  2. forward and side rolling

why not , can be fun :wink:


(Humate) #25
  1. Soldier rebalance
  2. Longer “average TTK” via slower RoF
  3. Better maps

edit:
avg ttk - includes movement
actual ttk - standing still 3hs


(tokamak) #26

The soldier really isn’t the only problematic class in the game.


(Violator) #27
  1. Longer TTK / slower RoF.
  2. Let us bunny hop, O Lord.
  3. Remove the individual objective time limits

Some good games tonight though :slight_smile:


(iwound) #28

[1] Violator stealing my kills.:mad:
[2] T-bag Bonus points:o
[3] Be able to throw a mine like a Frisbee.:slight_smile:


(BomBaKlaK) #29

[QUOTE=iwound;449151][1] Violator stealing my kills.:mad:
[2] T-bag Bonus points:o
[3] Be able to throw a mine like a Frisbee.:)[/QUOTE]

ok forget my stuff I want this to ! :stuck_out_tongue:


(INF3RN0) #30
  1. TTK (via RoF) You can do anything else you like such as recoil, etc- but a low RoF prevents this from being CoD (100 guns that are essentially the same). A fast TTK should only be from headshots. I wouldn’t mind high rof weapon alternatives, but it definitely shouldn’t be the default.

  2. Maps (More separated defensive zones, less random objects, more vertical levels, more non-square rooms, contestable side objectives, interactive environments for tj’s)

2.5. Bring class importance to the team via map roles (side objs) or actual benefits towards the main objs (don’t just throw in a 6ft cooridoor and call it good though). Expand on the concept of these side objs and be creative! I miss them a ton.

  1. Movement speed is fine, however there’s not a lot you can do. I’d love to see something relating to acceleration gain from ramps, etc or simply be able to jump up onto a table/luggage bag without it knocking me backwards from clipping.

(BomBaKlaK) #31

[QUOTE=INF3RN0;449154]1. TTK (via RoF) You can do anything else you like such as recoil, etc- but a low RoF prevents this from being CoD (100 guns that are essentially the same). A fast TTK should only be from headshots. I wouldn’t mind high rof weapon alternatives, but it definitely shouldn’t be the default.

  1. Maps (More separated defensive zones, less random objects, more vertical levels, more non-square rooms, contestable side objectives, interactive environments for tj’s)

2.5. Bring class importance to the team via map roles (side objs) or actual benefits towards the main objs (don’t just throw in a 6ft cooridoor and call it good though). Expand on the concept of these side objs and be creative! I miss them a ton.

  1. Movement speed is fine, however there’s not a lot you can do. I’d love to see something relating to acceleration gain from ramps, etc or simply be able to jump up onto a table/luggage bag without it knocking me backwards from clipping.[/QUOTE]

nice explain of what I mean !


(Mustang) #32
  1. Fix team skins then remove shoulder lights and IFF

  2. Longer TTK For me a high RoF promotes tracking, so I’d rather see this achieved by lowering weapon damage, but happy to test both.

  3. If it looks like I should be able to get somewhere then I should be able to get there Remove over-zealous clipping and places where feet are 1 inch short of making a jump. Also we have crouch jump now (yay!) so lets have some places that require it for the jump to be successful.

  4. Equidistant pick-up and delivery points for carry objectives


Sorry too hard to stick to only three things, but these are my current annoyances.


(BomBaKlaK) #33

[video=youtube_share;010KyIQjkTk]http://youtu.be/010KyIQjkTk[/video]


(rand0m) #34

[QUOTE=Mustang;449158]1. Fix team skins then remove shoulder lights and IFF

  1. Longer TTK For me a high RoF promotes tracking, so I’d rather see this achieved by lowering weapon damage, but happy to test both.

  2. If it looks like I should be able to get somewhere then I should be able to get there Remove over-zealous clipping and places where feet are 1 inch short of making a jump. Also we have crouch jump now (yay!) so lets have some places that require it for the jump to be successful.

  3. Equidistant pick-up and delivery points for carry objectives


Sorry too hard to stick to only three things, but these are my current annoyances.[/QUOTE]

+1 10 characters make me happy


(outc1der) #35

[QUOTE=tokamak;449098]- Make classes extremely distinct and class abilities powerful. Stop sticking to the centre.

  • Implement prone, lean and ramp up iron sights
  • There’s no third. This is really all I want to see right now.[/QUOTE]

you cant’t be serious…this is the dumbest post i have read in the last time

Guns, nades and basic abilities for each class making a stopwatch game enjoyable and not “distinct powerful class abilities”. Any other ability than revive/heal, mines, airstrikes is just spam and interrupts the game flow.
Also talking about game flow, lean, prone and ramp up iron sitghts will just kill the fast-paced gameplay and leads to abuse and slower more positioning based gameplay.

with your ~9500 posts you are the best example for [QUOTE=.N.E.R.D.;449079]
3. Listen more to people (NOT ME) that actually have a clue and not clueless people with 1000000 posts in this forum …
[/QUOTE]


(outc1der) #36

My suggestions for things that should be changed are:

-balancing (weapon damage, maps, abilities…) for competetive 5on5 gameplay
-competetive gamemode (only basic abilities like revieve/heal, repair/mine, airstrike, free choice of settings, enemycolors/teamcolors and stuff like that)
-improved spectator mode (including overview and overlay for shoutcasters)
(-demo functions (already in development i think))
-improved movement (something like strafejumping to gain extra speed, remove the invisible walls, maybe reload/shoot while sprinting)
-improve performance

for public gameplay:
-good ranking system with achievements and statistics and maybe a game intern ladder system
-unlocks (not to fancy but they have to be there for public gameplay)
-skins and style stuff (i think sd plans something similar to the LOL system)

also if everyone mentions only 3 things, i think there are more then 3 points that have to be done :>


(prophett) #37

Pretty much what Samurai and Kendle said;

  1. MAPS - This is the biggest thing for me right now with regard to “sustaining fun”. Major overhaul of the map’s & better implementation of capture-able SPAWN POINTS. Maps with fewer objectives that can be completed in 10 mins instead of 20. Maps that adhere to the golden rules of competition map design: http://forums.warchest.com/showthread.php/7378-ET-competition-maps-guidelines

Tokamak (which I always read as “tomahawk”) summed it up nicely:

[QUOTE=tokamak;449043]
We can keep on pretending that what made W:ET good was the high accuracy tapdancing duels but in the end it really was all the sabotage and subterfuge and sneaky little plans you could employ in order to win.[/QUOTE]

I find we are so limited in what can do strategically on the maps in DB. We need more dynamic maps with more choices, rather than being forced into completing such linear objectives.

http://forums.warchest.com/showthread.php/36022-Sustaining-fun?p=448960&viewfull=1#post448960

  1. Movement System - needs to be more free flowing, less slowing down to do actions, more ability to do trick jumps, strafe jumps (more ET:QW/BF3 style than Quake arena), prone… just generally more freedom.

  2. Carry objectives - where the collection and delivery points are equidistant from both teams spawns.

and …

[QUOTE=Strychzilla; 123456]
3.) Refined combat - Lower RoF, 3 headshot kills for all classes[/QUOTE]


(rookie1) #38

Wil not say change but …improve

-on full sprint char that jump should land farther
-new things in futur maps like first obj sliding door (Camden)
-no stopping when reloading (edit: and reloading at any time)
(Bonus) :p-Barrack in Limbo


(Hundopercent) #39

1.) Strong Map Over Hauls (More Camden style maps but shorter roughly 12 - 15 mins tops, forward spawns, slightly more open areas, jumps, less escorts etc.)
2.) Movement (Same speed all directions, not feel like you weigh 1000 lbs, sprint + reload, sprint + class special, just more fluid movement)
3.) Refined combat - Lower RoF, 3 headshot kills for all classes, less retarded specials (third eye cam), Basically, better balance and depth added without gimmicks.


(scre4m.) #40

regarding the 3 points already mentioned:

  1. comp-mod is something I hope we dont need. The game should be the same on pub like in comp play. So if devs get everything fine, we wont need one.

2.stamina bar? not my cup of tea. I agree that the slowdowns feel ugly, though. Maybe a little slowdown that prevents running away to become too effective ( as seen in ETQW: booster feat. bad netcode)

  1. agree. if you are really better than the other team and still need 17 minutes to get through the map something went wrong.

Some stuff I miss/dislike:

  • moar performance optimisation ( incoming, I know), but how are things with pre-rendering? I feel like running around a corner the first time in a match often leads to a huge frame rate drop.

  • the bobbing of weapons when reloading. That screen-shake makes me a little mad

  • time between shooting with pistols, pulling the weapon model up and the actual shot feels wrong

  • maps are a bit narrow at some points. Camden is quite open at some points, but always allows alternative routes which give you a fair chance to attack with success. More maps like Camden. LB and WC are very unenjyable for me. (also because of EV)

  • many many things that are already listed on db road map