Another feedback from a new player


(Anti) #41

[QUOTE=OwNLY;446246]And exactly here i see the problem.

When you include stuff like turrets, mines, heartbeat sensors, killstreaks (“Tier”-System), camera grenades, sticky mines and throwing knifes, you cannot expect to have this stuff accepted in competition mode.
Or if you don´t ban them or/and limit them, the ruleset of eSport Leagues will be different from yours.[/QUOTE]

I can hope they’ll accept them, after all we have plenty of time yet to balance them to be acceptable in comp. We can also test these rules with the community and adapt if they aren’t popular.

We will still provide enough admin control for admins to set their own rules for third party competitions if they want to, so there’ll be freedom there.

Personally I’ll be massively disappointed if the community distills the game down to a two or three gun, four map, automatics only ‘pro mod’ of a game as for me that’s why the FPS eSports scene has shrunk so much since around 2006/2007. The lack of varied gameplay and too many varied and modded rule sets has caused the genre to lose out to richer and more deep titles.

That’s just my personal feeling though, and maybe DB isn’t a radical enough departure from that style of FPS to have more complex depth and rules, but I hope players will at least give DB’s mechanics a chance first before trying to make their own personal favorite comp game from it.


(mortis) #42

I still argue that pub maps need to be winnable by either side equally, whereas comp mode needs a slight attacker bias to avoid double-full-holds. Too easy a map, and it’s “lotto”; too hard a map, “double full holds”. It’s a fine line, but attacker bias is required, in my opinion…


(OwNLY) #43

Hope is the first step on the road to disappointment. Trust me.

You won´t be able to balance everything perfectly with such a big variety of things.
So comp players will only play the best guns that are not outright op to create a good balance between the classes,
then ban or limit everything of the rest that is annoying, overpowered, and needless (like the stuff i wrote in my last post).

This is how it will be, and my opinion is that this is the right way. Because with that,
you don´t have to worry about too much trivial stuff and can concentrate on indepth tactics, good teamplay and training your personal skill.


(woll3) #44

Dont take it personal, i know that the devs want the things they have created and spent work on being put to use, but some things just dont work, sticky mines that you cant counter because you cant see them before its too late, the cam which if it would be placed on the right spot(after chokepoints, for example on waterloo after first stage) would tell you everything about the enemy movement, throwing knifes cant be balanced they are either too strong(instakill) or not useful(Damage below 120) at all.

Not to mention that deep gameplay doesnt come purely by adding features, if the game, its maps and its gamemodes itself dont have any depth to begin with, nothing can change that, and making sure that not only 2-3 guns get played is your job by making sure that they are balanced. Im still saying that a community talk might be the best to brainstorm about that, and who knows we might get some useful ideas.


(BomBaKlaK) #45

If you know a bit ESL and how it works they just do this all the time … so let’s see what’s happen, but i’m totally agree with your idea.


(Humate) #46

Some abilities that were permitted in ETQW comp:

3rd Eye Camera - Radar element was banned but the camera and explosive were permitted. Had very little use. Not because of the ability itself, but because you could do far more damage running an extra medic for indoor cq play (where a covert would normally use 3rd eye)

Flyer Drone - Unlike pub play, where youre using it for easy kills and rage quits - in comp this was primarily used to scout an objective room which is on lock. Rare to see, however - last resort sort of thing.

Teleporter - This is an ability that doesnt really change from pub to comp. It plays the same, the same tactics apply. Given that, its more popular in pub play. Tends to only get used a bit on Island and Volcano for comp play.

EMP - Anti-vehicle weapon of the decade. Used all the time.

Stroy up/down - Rambo meds best friend. I personally was more a stroy down guy since i played scope.

Tac Shield - One of the best abilities in the game imo. Popular in comp play, but should have been used even more than it was.

Disguise - Used as a victory cigar in comp play.


(Bangtastic) #47

hmmm i dont know why some ppl here always say no dont work.

as long as an ability hasnt the power to do 20-30 kills without doing nothing it is fine^^ (cheap kills in general)

I completely agree with anti here. literally every fps player at least played LoL once. So I think its easier to animate ppl to play Dirty Bomb. One important thing for me: pub should be fun, even after 200 hours of play. therefore playercount on a server should be still small. (24 max?)

Edit: but its great to see in DB some “new” game elements^^ Shooter genre needs some updates. For me the only shooters i enjoy are Naturals Selection 2 or Nuclear Dawn on pub. Cause it takes some step further. unfortunately they arent really made for a 5v5 format. On the other hand, most players dont want innovations they want all the same like cs forever^^ and the rest who started to play LoL.