[QUOTE=RasteRayzeR;429039]I cannot answer to this question better than the guys at SD, but from what I have understood, DB will not be the W:ET 2, nor a copy of ET:QW.
From what I have read across this forum DB should be more of a spiritual successor to W:ET. Of course there will not be the same exact concepts, gameplay, type of action and objectives, but DB should inherit a lot of elements from W:ET. Same applies to ET:QW since it was built from the main ideas behind W:ET. I guess the goal here is to achieve a SD classic game, with lots of fun and humor, intense action, and a special focus on team spirit.
If I’ve understood it right, DB will be a fast paced FPS, with fast movement speed (still no strafe jump yet IG), where objectives should be achievable only if the whole team commits to it and uses strategies. The class system is inherited from its predecessors, but this time there will be multiple characters per class, each with specific weaponry and precise roles in the game.
This is still early in the Alpha, so many more concepts and ideas will come and be discussed here on this forum. I expect nothing but DB to become the evolution of the genre SD created with W:ET.
p.s : please correct me if I said something not entirely true
:stroggtapir:[/QUOTE]
We’ve overused the term “spiritual successor” in the past but it’s kind of true, I think we see DB as a spiritual successor to both W:ET and ETQW to some degree, but it’s also very important to us that DB is still it’s own game.
What does that mean? Well like you said, and as Locki covered in that thread, it’s about making a game that first and foremost is suitable to the PC. We want to ensure it has a high tempo, that it makes the most of team play via classes and that classes fill distinct roles, that it embraces close quarters infantry combat, that the skill curve is reasonably long and that skill is the deciding factor in separating winners and losers in matches (not imbalanced mechanics).
What we need to be careful to do is maintain that element of ‘classic’ PC FPS feel but to ensure that, as the game is F2P, that lots of players find it easy enough to pick up and learn, and that we still find ways to have players invest in the game (without being pay-to-win). That might mean we need ranked matchmaking to dedicated servers as well as the server list, so players can find similarly skilled opponents. It could mean a wide variety of class load-outs, it may mean the more ‘extreme’ mechanics of some of our previous games don’t make it into DB.
The point of the alpha and beta testing is to find out, with you folks and others from the FPS community, how we can achieve both of those things and still have them happily sit alongside each other 