Closed Beta Update V36382 (26.06.2014)


(NeroKirbus) #81

[QUOTE=Zarlor;503742]
I have no idea how to long jump. Is it a jump and then crouch thing? Same time? I tried it a few times and I’m not sure I ever pulled it off. I might not be able to do this with my keybinds I’m thinking.[/QUOTE]

you hit crouch before you jump; I think there should a sound indicator when you successfully long jump. That would be really nice.


(chenapan) #82

how about making a super long jump that you can do by doing the konami code ( while sprinting ) ? :smiley:
or another super high jump by pressing Z and S at the same time while moving your mouse left and right simultaneously ?

I am not against some nice moves… but the combination of keys to make long jump is counter intuitive and not ergonomic at all
i dont see what is the point of making simple things like jumping harder to do ( i am not saying i want a 1button action for everything… but comon, just take a deep breathe and look at this mechanic … this have no gameplay justification … well no justification at all

NeroKirbus Said :

I think there should a sound indicator when you successfully long jump. That would be really nice.

I agree … also when you sucessfully crouch or sprint and another sound when you move your mouse sucessfully :tongue:

sorry if i sound a bit trolling… probably tired and or disapointed by my last game


(Mangosteez) #83

[QUOTE=chenapan;503766]how about making a super long jump that you can do by doing the konami code ( while sprinting ) ? :smiley:
or another super high jump by pressing Z and S at the same time while moving your mouse left and right simultaneously ?

I am not against some nice moves… but the combination of keys to make long jump is counter intuitive and not ergonomic at all
i dont see what is the point of making simple things like jumping harder to do ( i am not saying i want a 1button action for everything… but comon, just take a deep breathe and look at this mechanic … this have no gameplay justification … well no justification at all

NeroKirbus Said :
I agree … also when you sucessfully crouch or sprint and another sound when you move your mouse sucessfully :tongue:

sorry if i sound a bit trolling… probably tired and or disapointed by my last game[/QUOTE]

Long jump can be usefully for situations, such as jumping to cover or general bullet dodging. For me the mechanics to perform the long jump just make real world sense, so im not bothered at all by it.


(rookie1) #84

[QUOTE=Mustang;503578]Why?

They cause no harm and add to the atmosphere and setting, just need their audio to be slightly more subtle.[/QUOTE]

About Rats and Birds
Id never liked them in DB as it is …Yes its a good idea It could had dynamic and atmosphere in map but not the way its done .
They dont look good and they like a just cut and paste a group of ‘preset small animals’
Im for they stay only if they will be worked before game out.
I would like to see more (manner of speaking ) one rat standing on a garbage bag running away when I go near it or One pop up near my face while hiding in a corner and with a low squish squish sound :smiley:
But group of rats running and disappering in a wall …ok for place holder not more.
I would prefer one not running tail waving heating garbage ,Pack of rats could be very fun to see but has to be well made ,and not running out, but running in a container to hide or something .

Edit : Birds could be more focus on Low/high flying pack or see in long distance its ok but If see from very short distance they should have a Better look .
eg Near last barricade in the backstreets (old LB) having one scared bird taking off when we pass a corner like that would be cool


(Scarhand) #85

I don’t want any rats or birds around unless I can kill them.


(Glottis-3D) #86

this
10chrs


(.FROST.) #87

I like all you’ve said, but that^ part in particular. SD Should go for more subtlety in the animal department, cause after all this is not ArmA. It could add to the atmosphere, but as it stands now it’s just ridiculous(sorry for the guy/s working on those). They still look like from the early alpha days. I like dynamic environments, but I’d prefer rain, dust, smoke, fire, electrical sparks, flashing warning lights and LED screens, etc., for DB; cause those “dead things”(for the lack of a better term) are fitting the tone of the game a whole lot better; at least imo.


(FireWorks) #88

(I just wanted to write that I liked brink for its SMART system and the light body type only. But I dont want to be flamed, downvoted, lynched, my family threatend or worse so ill rather keep quiet :))


(Glottis-3D) #89

you’re walking on a razor blade there, buddy…:stroggbanana:


(chenapan) #90

oh ok then … so usability, and ergonomy and simple comon sense shouldnt be taken in account then !

for the sake of real world sens i suggest that we should press 2 keys repeateadly in order to walk… left right left right
i mean comon…

about the rat things…

several post before i think Tokamak had a REALLY interesting question :

Question to SD, is there anything you guys want to hear more feedback on? Right now it feels like we’re getting a bit repetitive on our end. Are there points in the games you guys have doubts about and feel are underlit in our discussions? Or would saying such things be skewing the feedback?

Nobody answered that

but everybody have an advice and want to share it about the rats…( even SD !! )
( their sound is OBVIOUSLY broken in last pactch . AND we dont care if they get to the final game or not at this point. end of discussion.)

Soo if we could get back to the most important … game mechanics changes and their impact in this last update and of course discussion and anwsers from SD ( beside their feelings about the rats )


(Anti) #91

To be honest we’ve already got a lot of good feedback from you folk on movement, weapons, UI and maps, too much of it in fact, it’s taking us longer to turn around changes than it takes you lot to provide feedback :slight_smile:

In the coming weeks there is going to be a lot of new stuff going into the game, especially on the UI side of things, so focused feedback on those new additions when they arrive will be very helpful.

For the time being however there is nothing specific we’d like you to target, we’re just happy to see the new things you notice or feel strongly about and your suggestions on how to improve them.


(spookify) #92

[QUOTE=Anti;503849]To be honest we’ve already got a lot of good feedback from you folk on movement, weapons, UI and maps, too much of it in fact, it’s taking us longer to turn around changes than it takes you lot to provide feedback :slight_smile:

In the coming weeks there is going to be a lot of new stuff going into the game, especially on the UI side of things, so focused feedback on those new additions when they arrive will be very helpful.

For the time being however there is nothing specific we’d like you to target, we’re just happy to see the new things you notice or feel strongly about and your suggestions on how to improve them.[/QUOTE]

Sweet :slight_smile:

How about some good echo stats from this new update? In general OR This patch vs last patch stats… Merc stats, player stats, pub stars stats (me)… hahaha!

No one else can see weapon acc or stats in game correct? Just the circle thingy?


(prophett) #93

[QUOTE=Anti;503849]
In the coming weeks there is going to be a lot of new stuff going into the game[/QUOTE]

Where do complete map overhauls fall into the plan/road map?


(Mangosteez) #94

[QUOTE=chenapan;503846]oh ok then … so usability, and ergonomy and simple comon sense shouldnt be taken in account then !

for the sake of real world sens i suggest that we should press 2 keys repeateadly in order to walk… left right left right
i mean comon…

[/QUOTE]

Way to take it to the extreme. I guess if you cant macro or have a free button on your mouse it will be difficult. I used to play Gunz, so having to press sprint, crouch and jump seems like nothing to me -_-


(Anti) #95

We’re talking about maps at the minute, when we know what we’ll do and how long it’ll take we’ll update you.

Bear this in mind though, maps are one of the slowest things to build/adjust in game dev.


(spookify) #96

Anyone got a new CFG for this new large patch?


(prophett) #97

[QUOTE=Anti;503856]We’re talking about maps at the minute, when we know what we’ll do and how long it’ll take we’ll update you.

Bear this in mind though, maps are one of the slowest things to build/adjust in game dev.[/QUOTE]

What are the chances of incorporating side routes with meaningful side objectives, flag spawns, team doors, command posts, alternate spawns, etc… into these maps?

Thanks for the info.


(Ruben0s) #98

Tested the new patch for few minutes and I liked it. I’m curious about the new echo stats. Wouldn’t be surprised if the average accuracy went up a lot. It certainly feels like I’m hitting way more headshots/bodyshots.

I also really like the intro sound/track when launching the game. I don’t know why, but I can’t get it out of my head, and that’s a good thing. The track alone gives me the feeling that something horrible has happened and makes me wonder what the actual story is behind the game.


(DB Genome editor) #99

Some random thoughts:

• New Global Ability – Help Up: All characters are now able to revive Incapacitated allies with this ability, usable via the Use key. This takes 5 seconds, prevents you from using your weapon and revives the ally with minimal health. Best used if the Medic’s been Incap’d, and there’s no one else around who
can heal him.

I’m OK with that so far, it’s slow enough that it can’t compete with medics, but it’s nice to be able get a teammate back on his/her feet when the occasion comes.

• Updated intro and outro cutscenes for all release maps (Terminal, Trainyard, Underground, Whitechapel)

I’m getting inconsistent voiceover during the Trainyard intro cutscene: sometimes the commander goes over both objectives, sometimes the first one only, sometimes I don’t even hear him.

Also, the defense commander should not present the objectives as “first, second, third” like the offense commander, his team’s objective is to stop the attack (preferably on the first objective) not defend each objective in succession. It shouldn’t be “First defend the track switch, then prevent them from blowing up the carriage”, it sounds as if he’s assuming defeat on the first objective already. I would go with something like “Defend the track switch. If the enemy captures it, fall back to the carriage and protect it!”

• Added C4 proficiencies so that some characters can arm/disarm faster than others.

Can we have these and proficiencies in general listed somewhere? That should be part of the basic merc profile just like his/her weapons and abilities

• Rhino
- Replaced primary weapon from Minigun to shotgun.
- Moved the Minigun to an ability slot.

I’m not sure how much of a impact this is supposed to have on gameplay… The couple of times I played with him it basically meant I now had a second weapon I didn’t need to use…

• Added Commander VO for all primary objective types.

Some of these as well as some of the text announcements are formulated from the wrong perspective (e.g. “We are defusing…” when on attack and the other team starts to defuse our C4). The text for closing the track gate on Trainyard is also reused for a couple of other secondary objectives.

• Added audio for pigeon and rats.

Seems like everyone agrees these don’t sound right and are way too loud…

• Default skins of all characters returned to concept colours with light and dark variations

Glad to see that, no more boring black and white defaults. No mention of the fact that the available skin set has been completely changed though. Are these new skins to eventually be available in additions to the old “branded” sets or are the latter gone? In my opinion the old sets where much more stylish, with the brand logos and distinctive details. These new ones are all basically the same skin with color and base texture swaps, with not distinctive style. Even the names are boringly descriptive. I hope we’ll see both types (perhaps with different price tags :wink:), but seeing a “generified” version of Grid in this new set has me worried…

• Adding new death primers (mocap’d ones).

Didn’t notice it on other mercs yet, but Proxy and Aura often just stand there when they get killed, arms and legs dangling for a moment before dropping to the ground.

• Added static poses for all characters for the front end

As I mentioned in my UI feedback, static is bad, but static floating around is just weirdly creepy. Also many of the poses are not great, just too forced and “posed”, not natural at all.

• Updated EV MG shield

But not its texture which is horribly stretched…

• Updated EV textures

I’m missing the old geometric camo :frowning:


• Fixed an issue where the destructible doors/roof and water on Canary Wharf would appear incorrectly after playing multiple rounds.

Seems to be fixed so far, but the flooding at the end no longer kills everyone in the lower level. Seeing a bunch of mercs just standing around under all that water in the outro sequence is kind of weird…


(.FROST.) #100

And the price for best post of the day(week?) goes to Djiesse :wink: But seriously; thorough and nicely presented look at the new update. A few things you’ve mentioned I haven’t even noticed yet; have to check them out, the next time I play.

Stuff like the commander intro may be minor issue for some, but just like you, I find it very important, that such stuff makes sense; not only from a gameply POV(in this regard it would be ok as it is now), but also from a context related and “reading between the lines” POV. The same goes for the change from Trainyard’s formaly hack objective into a capture objective; not very logical. It’s not like a track-switch would switch the track, just because you stand next to it. In a game from 2005 nobody would’ve wasted a thought on that, but 2014 is a whole different story.

Again, from a gameplay POV I like it, but from a logical standpoint it doesn’t make a lot of sense. There has to be a more elegant solution to it; like making it a capture obj, but also making it look, like you are actually hacking it. Idk, maybe your little PDA thingy could pop up automatically the moment you enter the capture area. You wouldn’t have to press any key to keep it hacking and it would instantly disappear the moment you press the fire button. When you are done shooting it would come back up after a certain time frame. When you are in the capture area and the PDA disappears, because you are shooting, it would still proceed hacking in the background, but slower, than usual; or maybe it wouldn’t hack at all, when you are shooting, but therefore it would generally hack faster, than it does it now, when you are not shooting.