A few suggestions.


(RyuKaiser) #1

I’m going to do my best to make this list small and concise. Hopefully it gives the devs a few good ideas. I’m going to try and not repost ideas that have been drilled into the ground, like currency rates.

1: Character/Loadout swapping while on a server. This is going to take a UI change, but I firmly believe “Class Change” needs to be an option while playing. It’s maddening when your team needs a medic, but you can’t swap to medic. The UI would work like this: A grid of 4 classes pops up, with icons at the side for characters, like this.

Assault: Skyhammer, Arty,
Heavy: Fragger
Scout: Vasilli, Proxy
Support: Sawbonez, Aura

Assault for medium classes built for damage, Heavy for high armor with big weapons, Scout for fast characters and snipers, and Support for healers, turret builders, etc etc. You select a character, it brings you to your card menu, and you can select 3/4 favorites for F1 - F3/F4. No more pre-game selecting, streamline it so people can change to meet the situation.

2: Reroll specific parts of loadout cards/make weapons separate from Cards. It’s a horrible feeling when you get a good card, but you’re terrible with the weapon it gave you. Weapons are just as important as the character, the perks not so much. This could easily be remedied by making weapons selectable.

A simple AI shift is all that’s needed to bring make the card and weapon a different selection where you can click on the weapon or card to bring up their lists, and you can release special cards with a specific theme, like an explosive expert with special patches/a special design. If not? Make it so, for half the price of combining cards, make it so we can reroll values of the card (Weapon, Skin, Perks)

3: Equipment cases drop for free at least every hour to half hour. The idea behind this is that people will want to stay and play as long as they’re getting rewarded, a random reward with a loadout card would offset constantly having to spam the store for loadouts.

Rather than play 10 games, you can get 1 for free, and for those impatient, there’s always the store and buying credits/packs of loadout cards. Doesn’t even have to include anything above Iron or Bronze, could just be a bonus to help push people combining cards.

4: EXP/Credit gain boosts with extras for non-buyers. Hear me out on this one. You buy a server for 3 days, 1 week, and a month, specifically. Low price, say around $.50 for a day of it. Won’t break the game too much, right? With it you gain double the EXP/Credits.

Here’s the thing: Make it rewarding for others too. Everyone on the server playing with this person will get a stacking 5% - 10% bonus for each person online with this bonus. So it’s not just a bonus for one person, it’s a bonus for everyone. Suddenly that person with the bonuses is a rockstar, and is helping everyone around him AND the company by paying. Everyone wins, and it just feels good.

5: Dedicated Server Splash Pages. I really think every server you join should have a splash screen where the person/people who bought it can promote their clan, website, whatever they want to. That way when you log in, you know where you are, and the admins can get a word in, or just greet you and make you feel welcome. Would help in building communities around servers.

6: Larger Player Limits on the Servers. I realize the maps are pretty small, but I can’t help but think bumping the limits up to 32 players on a server would really make things crazy and exciting. People can already choose 16/ 14/12, etc. Why not let them choose higher counts for those that want them? Not saying get rid of 16, but if you want 32 on your server, it would be neat to make that selectable.


(Szakalot) #2

number 4 sounds like a major statpadding server: hey come over here, this is the server where we don’t shoot to kill, only to grind XP cause we get them xp bonuses. And if you don’t like it - ban


(Eox) #3

I wouldn’t use a 32 players server. 8 vs 8 battles can already be messy sometimes, so imagine with 32 players in the server. I don’t feel like DB is made to be played at more than 8 players per team.


(Tomme) #4
  1. No, the game is built around setting up your 3 choices and other people to, having acess to every hero defeats the point of team builds and countering them.

  2. Balancing augments to every type of weapon is way much, Shotgun - sprint reload plus fast reload, stupidly op.

  3. No game drops stuff that quickly, maybe have it like CSGO, 4 I think it is, cases a week.

  4. Leave EXP out of buying stuff, pointless really.

  5. No issue with this.

  6. No issue, I dislike larger servers but fine if they are there.


(Ribero) #5

[quote=“Tomme;8948”]1. No, the game is built around setting up your 3 choices and other people to, having acess to every hero defeats the point of team builds and countering them.

  1. Balancing augments to every type of weapon is way much, Shotgun - sprint reload plus fast reload, stupidly op.

  2. No game drops stuff that quickly, maybe have it like CSGO, 4 I think it is, cases a week.

  3. Leave EXP out of buying stuff, pointless really.

  4. No issue with this.

  5. No issue, I dislike larger servers but fine if they are there.[/quote]

Pretty much my thoughts on the matter ^

I personally feel like the game doesn’t work above 6v6, but it’s not like I’m going to be forced to play a 16v16 on Underground, so why not let people have it.


(Reddeadcap) #6

The icon suggestion his a tad wrong, mostly due to not having many of the characters present,


(RyuKaiser) #7

Actually, this is something that DOTA 2 and Robocraft both do as part of an incentive to make people who buy buffs awesome for everyone. It not only gives a reward to you, but everyone else, and suddenly, people are thankful you buy bonuses. It not only gives you a bonus, everyone else gets a small bonus as well. There could be a limit to the bonus as well, stacking only up to a height of 150% or so, so people couldn’t keep stacking over and over.

[quote=“Tomme;8948”]1. No, the game is built around setting up your 3 choices and other people to, having acess to every hero defeats the point of team builds and countering them.

  1. Balancing augments to every type of weapon is way much, Shotgun - sprint reload plus fast reload, stupidly op.

  2. No game drops stuff that quickly, maybe have it like CSGO, 4 I think it is, cases a week.

  3. Leave EXP out of buying stuff, pointless really.

  4. No issue with this.

  5. No issue, I dislike larger servers but fine if they are there.[/quote]

1: Really? All I see it doing is punishing your team for everyone deciding to roll Assault. Your team can’t actively move to counter the other one. It’s a false feel of strategy, and as far as I can tell, this flexibility has never hurt Battlefield, Call of Duty, Team Fortress 2, Starsiege Tribes, and any other shooter before it with such an open system.

Given also that the game is fairly barebones, and is based around more arcade/high speed gameplay, it’s not even so much about strategy, and even then, it’d fit in with the theme of the game.

2: … Waitwhat? But that’s eventually going to happen. My way just makes it so you aren’t entirely boned if you don’t get the precise, perfect roll. Unused cards with 1 - 2 things wrong with them can at least be salvaged.

3: Um… ok? CS:GO only had skins. Again, Team Fortress 2 was used as the rule: It has timed drops every hour or so, giving you a new weapon, also dropping loot crates as well. With every game lasting around 15 minutes or so… yeah.

They could even make it timed as opposed to oriented by how many games you play. Not arguing doing that. but since Team Fortress 2 does the entire Loadout Customization thing with weapons, and CS:GO is just skins, that’s why I went the way I did.

4: Um… it says EXP and Credits… technically, it doesn’t even have to be EXP, since EXP is tied to nothing but a few early unlocks and matchmaking. This is the system most other games use though, so I went with it, since it works.


(Szakalot) #8

Actually, this is something that DOTA 2 and Robocraft both do as part of an incentive to make people who buy buffs awesome for everyone. It not only gives a reward to you, but everyone else, and suddenly, people are thankful you buy bonuses. It not only gives you a bonus, everyone else gets a small bonus as well. There could be a limit to the bonus as well, stacking only up to a height of 150% or so, so people couldn’t keep stacking over and over.
[/quote]

This is an FPS where the course of the gameplay can be much more controlled by the individual players than in MOBAs. Basically, a server with admin (kick) rights where you payed to get extra XP is an obvious statpadding server; where people don’t do anything but grind kills/revives through cooperation of both teams.

We have seen it in ETQW, even though the ONLY benefit was a random medal in the menu and a military rank icon next to your name