A recent lack of activity?


(BomBaKlaK) #121

So just in case of repeating myself :

  • map design choice
  • objective design choice
  • healing mechanics choice
  • plant C4 objective choice
  • Open bar objective choice
  • Map scale choice
  • Audio who don’t fit the ROF choice
  • etc …
    for me all this choices are not the best or just bad imo.
    Lot of Brink copy / paste in all this … and just remember the promotion …

that’s already make a lot of things …


(Ruben0s) #122

Don’t get me wrong. I only knew you from trickjumping, so when I saw that quote “captures the magic of ET”, I thought omg, finally a game with great movement again. When I first downloaded the game I was quite shocked to find out that the movement was pretty lame ( and shocked about some other decisions as well) . I still find it weird as well that you said captures the magic of ET, while you, yourself, say that you played trickjumps for 3 years only, and none of that is in DB, it doesn’t make sense from my perspective, as I only know you from your trickjumping movies.

It’s like captures the magic from ET, but the thing that I thought that you liked the most about the previous games isn’t even in it.

But I’m not blaming you or anyone else. I only think that the quotes are misleading ( maybe because from my perspective DB is not even close to capturing the magic that ET has).


(.FROST.) #123

Maybe that’s true, but, you know, I wrote what kept me away and that means, I haven’t tryed DB very much lately and maybe the reason above may not be that valid anymore. Maybe I should try DB a bit more again. But as I’ve said, the core problem that kept me away, more than anything else, is this motion-sickness kinda thing I’ve developed. I must’ve mentioned it a bazillion times on this forum allready, I guess people can’t hear it anymore. And my physical reaction to the game is more of my own little problem, than something the devs could change, except if they make DB a point and click adventure:wink:.

Not everything is for everybody; sad but true, but I still feel very honored that I was invited to this (pre-)alpha and I’ll check on DB’s current state, as much as I can.


(Ashog) #124

I think last point of Samurai’s post nails it - seems like some people quit because they fell nothing is changing - feedback walls written, patch comes out not major gameplay changes. Hell, even some of my mates did that (stopped).
I am personally more patient about that plus I feel comfortable with what MrEd said about plans and progress, so I am not worried much. I am more worried about absense of info about SDK and custom content being in the business model. That’s worrying and still no word from Locki.

Regarding the carriable objectives, like some newcomer wrote the other day - best carriable objectives are like that:

x attackers spawn … x defenders spawn
…x transmitter…x objective

Think about RCTW Beach or ET Goldrush or Radar - fun times!

objectives like:

x attackers spawn…x objective…x defenders spawn

are good for explode or repair or hack objectives, imho


(DarkangelUK) #125

[QUOTE=Ruben0s;453046]Don’t get me wrong. I only knew you from trickjumping, so when I saw that quote “captures the magic of ET”, I thought omg, finally a game with great movement again. When I first downloaded the game I was quite shocked to find out that the movement was pretty lame ( and shocked about some other decisions as well) . I still find it weird as well that you said captures the magic of ET, while you, yourself, say that you played trickjumps for 3 years only, and none of that is in DB, it doesn’t make sense from my perspective, as I only know you from your trickjumping movies.

It’s like captures the magic from ET, but the thing that I thought that you liked the most about the previous games isn’t even in it.

But I’m not blaming you or anyone else. I only think that the quotes are misleading ( maybe because from my perspective DB is not even close to capturing the magic that ET has).[/QUOTE]

Well I said it purely from the average ET players perspective which I think in essence it captures, and tbh, I had no idea anyone really knew who I was or my affiliation with tricking. If it is honestly misleading then I’m more than happy for Badman to remove it.

I’ve already been over them a few times, lacklustre and bland movement, long maps, too many objective stages, linear design with singular convergence points that promote defence camping.


(acQu) #126

[QUOTE=.FROST.;453050]Maybe that’s true, but, you know, I wrote what kept me away and that means, I haven’t tryed DB very much lately and maybe the reason above may not be that valid anymore. Maybe I should try DB a bit more again. But as I’ve said, the core problem that kept me away, more than anything else, is this motion-sickness kinda thing I’ve developed. I must’ve mentioned it a bazillion times on this forum allready, I guess people can’t hear it anymore. And my physical reaction to the game is more of my own little problem, than something the devs could change, except if they make DB a point and click adventure:wink:.

Not everything is for everybody; sad but true, but I still feel very honored that I was invited to this (pre-)alpha and I’ll check on DB’s current state, as much as I can.[/QUOTE]

Pretty much the same here. It literally soaks up my energy and this stuff mostly leaves me with a bad (brain/body) feeling. It is so annoying, that, if i can’t turn it off, i will never play the game again. That is how sick it makes me, even if the game would be good otherwise. It really seems some people are sensible to it, whilst others not, which is what i think is not known that much. In the earlier times there was at least a text on the packages of games stating that it could contain certain light effects possibly having body effects; i think it is the same here, but there is no study for it to back it up or the scientifical recognition is not there or something …

It seems to be one of these modern trends again though. Even games i like have it, but i can turn it off there. I think it should be a default setting to turn it off, so that i don’t have to spend time searching the menues :smiley:


(Mustang) #127

Didn’t take too long though hey :tongue:


(SockDog) #128

[QUOTE=potty200;453035]If the reason why people are not playing is because players are “better” or “higher skilled” I am actually quite taken back! When I first started playing players as bad as [u]MUSTANG[/u] were taking me down 10 times out of 10. I kept at it, as I would like to think most others would do here and then the other day, pully put me into the “best players to make a team” list. Quite a difference from when I first started out! Is that not a good thing for DB right now?

People don’t pick a Guitar up and expect to master it right away and I feel that is the same with DB. Practice makes perfect and this isn’t a scrubs game like BF or COD that you can get good at in 24 hours.[/QUOTE]

As I said, it’s not the only reason but I think it is one reason. Some people don’t want to practice for hours to improve, they want to play at their level and if that’s not possible and if it’s compounded further with full holds, griefing and a lack of any sense of achievement then it’s no wonder they go off and find something else to do with their time. A larger testing playerbase may help there.


(Humate) #129

The small team sizes, tends not to favour players that want to play to their level.
In DB, theres almost a domino effect whereby if one player isnt delivering dmg, it severely impacts the rest of the team (regardless of their skill)

And when you can see that for yourself, when you see that you might be the sole reason your team is getting completely smashed, its probably not going to prompt you to come back and play.

The BF series is so popular because it takes that out of the equation.


(tokamak) #130

It also works vice versa. The real skilled players will meet a ceiling because they run out of opponents to kill in one streak.


(BomBaKlaK) #131

[QUOTE=Humate;453152]The small team sizes, tends not to favour players that want to play to their level.
In DB, theres almost a domino effect whereby if one player isnt delivering dmg, it severely impacts the rest of the team (regardless of their skill)

And when you can see that for yourself, when you see that you might be the sole reason your team is getting completely smashed, its probably not going to prompt you to come back and play.

The BF series is so popular because it takes that out of the equation.[/QUOTE]

Yep ! agree with this point.
for Pub play 16 players is not enough ! this number is just between the comp size (10 or maybe 12) and what the pub need to stay alive (24 or 32)
It’s really strange, cause on all maps 16 is already a big mess, So I can’t imagine with more. And the maps fits much better for little amount of players (10 or 12) So there is still a big issue with the maps scale, and design.

In this state pub games will turn to a giant linear repetitive meatgrind.

Yes but this people find some other way, matches, and ESL versus for example


(tokamak) #132

I mainly care about pub, as should any developer that wants to make a living.


(Humate) #133

It also works vice versa. The real skilled players will meet a ceiling because they run out of opponents to kill in one streak.

When the game defines a team based on the best player, not the worst (with small team size) - then you can have moments where 90% of the team is twiddling their thumbs waiting for someone to frag. So I kind of understand why DB is the way it is, but at the same time, i dont believe it will make for a great pub game.


(BomBaKlaK) #134

Actually with this map scale, design and 16 players slots this game will work for comp but definitely not for pub !
No pub, no money !

and the story to fit the comp and pub in the same way, I have some big doubt about it.
Brink fail ? look like the same feeling here … even if that’s already better than Brink was.


(SockDog) #135

Just going to throw out there that this is why there needs to be 1-2 other game modes and perhaps a tweak on the traditional objective mode.


(montheponies) #136

Personally, I’ve had a lot of other stuff on, but still find myself playing CS:GO rather than DB. Can’t put my finger on it, just not getting drawn to the game in the way that previous games have grabbed me. That said, no game has came close to the addiction I had to RTCW, which was probably unhealthy - so probably a combination of this being the umpteenth multiplayer FPS that I’ve played, combined with low player counts

On top of that there are some high level design issues i have with the game, it’s seems schizophrenic, in the one hand being tailored towards competition with it’s low playercount and relatively little in the way of weapons of mass destruction (ie. no COD like killstreaks, yet)… on the other hand the majority of maps feel cramped and are without fail based around serial objectives, with elements that aren’t conducive to exciting gameplay. Add to that the F2P model with it’s never ending delights of shallow gimmicks and I fear the worst, a game that is unattractive to both casual pub as well as hardened pro.

Sorry for the negativity. :confused:


(BomBaKlaK) #137

they want a game playable by casual and pro, and finally we have a game "qui a le cul entre 2 chaises ! " (sure you have some french guy at the office to translate ! :p) that’s not really a comp game and not really a pub game. That’s maybe the main issue.


(Ashog) #138

Negativity and critisism is nise (myself going that road often) but I think Badman should implement a forum robot that would randomly post the same message per every 10th message of every thread:

BTW keep in mind that this is an early alpha. BTW keep in mind that this is an early alpha. BTW keep in mind that this is an early alpha. Zero zero one zero.


(prophett) #139

[QUOTE=montheponies;453203]

  • still find myself playing CS:GO rather than DB. Can’t put my finger on it, just not getting drawn to the game in the way that previous games have grabbed me. That said, no game has came close to the addiction I had to Enemy Territory

  • On top of that there are some high level design issues i have with the game, it’s seems schizophrenic

  • the majority of maps feel cramped and are without fail based around serial objectives, with elements that aren’t conducive to exciting gameplay.[/QUOTE]

^ Sums it up for me as well


(BomBaKlaK) #140

[QUOTE=Ashog;453213]Negativity and critisism is nise (myself going that road often) but I think Badman should implement a forum robot that would randomly post the same message per every 10th message of every thread:

BTW keep in mind that this is an early alpha. BTW keep in mind that this is an early alpha. BTW keep in mind that this is an early alpha. Zero zero one zero.[/QUOTE]

Yeah that’s why it’s the moment to speak about all this ! not at the game release ;p