A list of suggestions


(murka) #1

[ul]
[li]Hitsounds
[/li]Hitsounds are sometimes hard to distinguish and certainly not as clear as in previous games where it was possible to count hits and possibly state enemy hp off it. The sounds should be more spread out on the frequency spectrum, ie very high pitch for headshot and slightly lower for bodyshot.

Hitsounds currently play for enemies, friendlies and incap players and are exactly the same. Not sure if different hitsounds for friendlies are planned, but currently I would rather see them disabled for friendlies and incapped players. This will also make it easier to know when a player was killed and not waste lots of bullets until the body has dropped, which does take considerable time.

[li]More constant spread(cone of fire)
[/li]Currently the first few shots are quite accurate so it’s possible to kill a standing player with 3 hits or even a moving player with 3-5. Usually firefights turn into duels and they last so long that the spread reaches maximum and the firefight turns into a spray and pray fest. On average you can probably get 1 kill per clip for normal duels.

I’m certain that a more fixed spread will lessen the time-to-kill without making the best case 3hit kills more common.

[li]Soldier backpack too big
[/li]As I’m tracking an enemy i will probably see only the silhouette of the model and try and keep my crosshair on it. For the soldier, however, I have noticed that a lot of shots don’t register and after careful examination it has been due to shooting at the backpack which acts as a decoy. I doubt giving the backpack hitboxes is feasible so the other option is to shrink it

[li]Team-based colors for certain pieces of clothing
[/li]Playermodels should have some bits of clothing that will have colors based on teams. Certainly it should not be limited to one bit but multiple spread across the model. Perhaps a ribbon around the arm, the medic apron(could have some pattern with the color, lining), belts or puches, etc.

[li]EMP grenade for covie
[/li]As the EV is rather hard to stop and takes nearly no time to get moving again, I suggest giving a new tool to fight it. Perhaps an EMP grenade for Covert Ops class(replacement for throwing kinves?). This grenade should deal some damage and temporarily disable the EV. For players it might disable stuff like IFF tho not sure if that’s a good idea.

[li]Objective fillbar segments based on objective time averages
[/li]I like the global objective bar for the whole match and the moving time left on it. It could have a better design, but I’m sure it will get it at some point in the future.

Currently it is divided up into segments based on obj count which isn’t that accurate as some objectives take longer than others. London Bridge doc run comes to mind. Having the bar sliced up corresponding to the avg time for each obj would be much more descriptive and will make it easy to follow if the team is on time.

Also on stopwatch mode I think it’s best if it is sliced by the other team’s times.

Here I had a quick stab at the one from London Bridge. Shortened the doc run section and added cuts for each barrier. Could possibly add class icons for objectives there.

[li]Escape key should clear text input
[/li]Quite certain most people would rather have it clear the input as I doubt anyone stops writing to do something and then continues.

[li]Longer respawn time and respawn timer on HUD
[/li]Mostly as an attacker on low player matches i have seen cases where the enemy team gets fully wiped out and this should give enough of an opening to plant a charge and set up cover. Most of the time it’s not enough. On larger playercounts the stream of players from spawn seems to come at a constant rate. I’m all for a more burst/push based gameplay where braking through a defence should buy enough time to possibly do an objective but leaving enough room for the defense to regain ground with a good push.

This will also help players to group up and play a more team-based game in my opinion.

[/ul][HR][/HR]Added: 14.01.13

[ul]
[li]Reduced zoom/variable zoom for sniper scope
[/li]Right now it’s next to impossible to track more than 1 doorway unless you are somehow on the other side of the map. A greatly reduced zoom would be helpful. Heck, as i use the sniper in close ranges quite frequently, I wouldn’t mind a 1.0x zoom as default.

[/ul][HR][/HR]Added: 15.01.13

  • [li]Remove/rework sniper reload(between each shot) pausing when switching to something else and back.
    [/li]Hugely annoying issue since i started focusing on sniper a few days ago. To reproduce, shoot with sniper, switch to pistol, usually i shoot with it but can switch back immediately, switch to sniper, scope, press mouse to fire, see the amazing nothingness and no sound to indicate reload. When you don’t go scope immediately, you get to see the reload animation and sound. Might be related to sounds cutting out on quick actions but certainly needs more obvious notice(can’t scope in while reload?) that it’s reloading or make it skip reload so can shoot immediately.

As most of these will be a matter of personal preference I’ll add a poll for weapon creep(the increase of spread after prolonged firing).


(INF3RN0) #2

I strongly believe that attempting to implement weapon control in the form of spread creep does not belong in the default meta-game. It should only apply to certain weapon types in certain situations of use. As a standard it ruins the meta of hip-fire run and gun (heart and soul of these games), and no one wants this to be like CS where we all camp and burst fire. Furthermore, only adding weapon creep to certain gun types and using constant spread in most cases as a default would result in a much broader variety of weapon types and functionality. At the moment all the guns feel much too similar in hip-fire registration because of this mechanic. ETQW did it right in weapon functionality and variety, so let’s keep going down the path of what was already proven to work imo.

+1 for every other suggestion on here.


(j4b) #3
  • 1 for ALL

(Smooth) #4

All excellent suggestions, thanks for this, Murka!

I can tell you that hitsounds, weapon behaviour and team identification are very high on our current list of priorities. You should start seeing changes for these in the next few updates :slight_smile:


(tokamak) #5

As a standard it ruins the meta of hip-fire run and gun (heart and soul of these games), and no one wants this to be like CS where we all camp and burst fire.

I do. Though right now I would be most content with simply less recoil (or more recovery) on ironsights.


(warbie) #6

I’m happy with reducing the spread or keeping it constant. It would be interesting to try both. I suspect rof will have to be slowed a little with either of these as deaths will certainly be quicker. Looking forward to the updates :slight_smile:


(rookie1) #7

dropping this in here : when we are ingame and want to leave between two maps I cant use the esc to quite the game I have to close the game by alt+ tab


(iwound) #8

C4 glows red outward onto walls in local area etc and ticks. ** turn on dynamic lights for this.
global C4 timer indicator - not overall map-progress only
mines invisible to enemy and need spotting
mine ironsight-> zooms and goes further
nade cooking hud indicator
knife kill distance seems far away more like a sword needs to be very close
custom badges for uniforms
post match ingame heatmap


(murka) #9

I’m sure the UI will get a lot of work, but i find console -> exit the fastest. Usually the last things I have in console memory are setres and exit so it’s just 2-3 button presses to quit the game.


(Dormamu) #10

+1

[QUOTE=Smooth;420675]All excellent suggestions, thanks for this, Murka!

I can tell you that hitsounds, weapon behaviour and team identification are very high on our current list of priorities. You should start seeing changes for these in the next few updates :)[/QUOTE]
Glad to hear this. Cross my fingers for yellow(DB color) vs orange(SD color) :smiley:


(timestart) #11

Having the completion bar use an exponential scale for vehicle escort objectives might nicely approximate the effect of the vehicle being harder to push the further it gets from the attacker’s spawn. I like the idea of putting the objective icons on the completion bar segments - I seem to ignore it completely most of the time as I somehow forget what it’s showing (sounds weird even to me but that’s the only explanation I can think of).

Escape key should clear text input
Quite certain most people would rather have it clear the input as I doubt anyone stops writing to do something and then continues.

I do! Having it clear by default but keeping a message history accessible with the up arrow would be nice.

[QUOTE=iwound;420719]C4 glows red outward onto walls in local area etc and ticks.
global C4 timer indicator
mines invisible to enemy and need spotting
mine ironsight-> zooms and goes further
nade cooking hud indicator
knife kill distance seems far away more like a sword needs to be very close
custom badges for uniforms
post match ingame heatmap[/QUOTE]

C4 glow I agree with - it’s absurdly stacked in favour of the attacking team at the moment particulary with the short fuse time.

Mines are effective enough already (also, **** your mines :tongue:) though I think they should be sticky so they can be placed in harder to see areas (such as above doorways or on the ceiling).

I agree with yours and murka’s suggestions otherwise though.


(warbie) #12

C4 glow gets my vote, or at least some indication where it is. I’m not a fan of icons floating in the air and a glow worked well in RTCW/ET.

No invisible mines please!


(Evil-Doer) #13

[QUOTE=warbie;420853]C4 glow gets my vote, or at least some indication where it is. I’m not a fan of icons floating in the air and a glow worked well in RTCW/ET.

No invisible mines please![/QUOTE]

If you mean what I think you do with C4 Glow, if you turn Dynamic Lights on, the C4 flashes.


(iwound) #14

ok invisible maybe too much. but they are too big.
a mine needs to be hidden to be of use ie round a corner but with a chance of being spotted ie beeps.
atm they are spotted and shot to clear.in etqw they blended into background a little, black and brown and were smaller.

there just isnt enough audio or visual feedback from tools atm
its just mainly text filling up the screen.

also remove/resize some of this.
just keep the symbols and distance and reduce size and scale properly in iron-sight.
i cant see the enemy for all the text.




(Violator) #15

Adding the glowing dots was an annoying addition to QW as mines became way too obvious and easy to avoid (tripmines were fine being high-vis due to the instant detonation). I still preferred the buried mines of W:ET and it gave the covie more of a job to do, but I’m not sure they would work in DB. Maybe the covert could spot mines and a glowing dot added then.

C4 OTOH needs some kind of indicator e.g. a glow as its hard to spot a lot of the time in the heat of battle currently. EDIT: I have dynamic lights off for performance (I have everything on low to get a decent FR).

Obj markers are a tad large. I’m finding I don’t ironsight much now but they should go behind the sight and/or the transparency upped a bit.


(EnderWiggin.DA.) #16

+1 for everything Violator just said.

As for spread I’d vote for either a fixed tight, spread dynamic based on stance similar to ET OR a minor recoil dynamic which can be controller by the player. I despise random spread.


(tokamak) #17

W:ET is not really a fair comparison as they mines were limited to natural terrain. In QW and DB you can put them everywhere. The difference in this is that A: W:ET mines get to be way more difficult to spot due to this limitation and B: Coverts get a better job because its easier to scan only a selected area (natural ground).


(rookie1) #18

mines should detonate faster and make more damage imo… they can be useless if running around


(warbie) #19

I quite like the mines in DB. Infact, this is the only game I’ve played in which I don’t hate them. Hidden mines, whether they can be spotted or not, are just annoying. Especially mines that kill in one hit. These are enough to be a deterrent, don’t give cheap kills, yet give every class a chance to take them out if spotted.


(Ashog) #20

Yeah, hidden mines are fun for noone apart from who places them. That’s the reason I almost stopped playing W:ET when it came out. Was very annoying after RTCW.

I personally miss the console command tab autocompletion and cycling thru the string results. Also pressing enter after the command w/o parameter should print the current setting/value for them (and default value in brackets).