That means the the tech tree would be wide rather than tall. I think that’s worrisome as it’s the length of a tech that keeps players playing.
‘Tall’ is for tinkerers while ‘wide’ is for collectors.
That means the the tech tree would be wide rather than tall. I think that’s worrisome as it’s the length of a tech that keeps players playing.
‘Tall’ is for tinkerers while ‘wide’ is for collectors.
This has been around since the alpha and has been reported by a few other players (myself included). e.g. http://forums.warchest.com/showthread.php/41210-Closed-Beta-Update-V37682-(11th-August-2014)?p=507344&viewfull=1#post507344
The framerate gets a bit choppy making it hard to track players up close, seems to be worse when server is full :(. Fraps adds its own lag for me but I will give it a go.
not for all players.
good maps prolong game’s life much more.
even the longest tree is finite. and good map’s life last for years.
[QUOTE=krokodealer;507480]not for all players.
good maps prolong game’s life much more.
even the longest tree is finite. and good map’s life last for years.[/QUOTE]
Maps aren’t mutually exclusive to involving tech trees and besides, they can’t be monetised so I’m afraid I really don’t see how this point is relevant here.
The choice is either ‘tall’ or ‘wide’. SD is going wide and I’m disputing that’s the best choice for collecting the mercs isn’t as fun as developing them.

I noticed the maps are being ‘decluttered’ which is great (purpose is key), however they still need much more significant layout, spawn, & side obj tweaks. I only hope that there’s more to come there.
Pretty sure exedore said this in his recent map blog but our goal is to get the block-out maps (like Dome) into a format that you folks enjoy and that works for the gameplay mechanics, then when we’re happy we’re about there with that we’ll do a pass on the existing maps to bring them up to the same level. So that is when the bigger map changes are likely to happen.
Whitechapel clearly being the guinea pig here. And with result as that map went through a lot of very big and meaningful changes. If Bridge and Terminal are going to get the same treatment then colour me excited.
laggs and fps drops and unsmoothness aside, i like current state and the feel of shooting more, than previous patch. i hear more headshots than before. it is still very far from obvious hitscan (you hit where you point) like quakelive, but feels better to me.
+i like the addition of levels and cards system. i dont quite get yet how to use it actually. but i cought myself feeling glad, when my merc level goes up =) unlike previous stat screen, which i ALWAYS skipped with the speed of light.
Finally had a little more extended game play last night all in Euro servers because magically the game is dead again 
I really enjoy the Spawn Times especially on Obj game play. I didnt think I would like OBJ but the bigger servers are very nice! I can spawn camp and get behind enemy lines.
One thing I did not like last night is that the teams I was on for about 2 or 3 hours last night did not have any medics!! I kept looking for revives and looked at the score board to find ZERO medic’s!!! I was like huh haha!!! I also saw a not in the load screen that said something about medics and how they should stay in the back for some reason… I think you guys are going a little over the top with nerfing medics so we dont have rambo medics…
I dont understand the fear… This game is not like ET where medic’s can “sit” on packs and have a real advantage… You get shot you stop healing… Good, great, grand…
Saw and Phoenix only need one small tweak each and they can have a chance. I am talking really good players vs really good players… Phoenix acc is there… I am shooting 52% with him but shelved him because I was sick of getting, what feels like 10+ head-shots on people and they are still not dieing!! Put his damage back to 9… Please…
Saw I am shooting around 35% with and for a mobile medic running at someone and then RLRL I lose it! It feels like luck after a while and he doesnt have enough downing power OR most important it doesnt feel like I can consistently dink the heads around a corner on a short movement. A corner strafe right at head level seem like the spread sky rockets on the quick right movement/strafe/sprint action…
I can say that Stocker feels really good!! I am shooting 43% with him and I can intsa kill people around corners with a slight sprint right. I can also down people crouched in a corner. Overall the best feeling player right now for me!!!
I cant handle shotgun. IMO take them out haha!
Add Push and Prone so people arent just strafing heads…
I dont understand the wall jump… I hardly ever use it…
The long jump I use from time to time but everyone sprinting behind me catches up so whats the point. Its also an odd key combination to full off…
Shift + E then A and Mouse 2… haha I like to do it time to time but I think I will stop.
Side note with these wall jumps and long jumps people seemingly teleport across the map… That fine if the game was smooth but its not. Also its funny because some people do this then have max spread and shoot 40 bullets and hit nothing but air at close range haha! Both seem gimmicky… Fix collisions, fix animation of those moves and fix the speed and it might work but still pretty useless in a competitive shooter.
Railings are still very annoying! Did my bullets go through or didnt they!
I love the turrets they are finally working!!! Maybe we can add a twist to them in the future or a safe way to add more of them… An Engy or any merc can code the turret to only fire with your teammates. Like a Blue Built turret or a Red built turret… Each turret can be converted to your team but you need to repair, fix or convert it… You cant just hope on it and spawn camp away. This could buy a little time i guess.
Have you played Dome for any extended period of time this update Spookify? Playing a handful of rounds on that map will help you begin to understand the potential that the new jumps offer.
Not extended only maybe 6 rounds. Some of the jumps I can handle on that map like using the wall to get over boxes but to jump across to other building using long jump I cant do. My brain gets crossed and under pressure I cant pull off the E+Shift + A + Mouse 2… My brain is telling me to shoot you idiot stop jumping around haha. I can see it being useful on Dome by getting to those other buildings but I would rather be back-raging or constantly moving toward the players spawn and not trick jumping into a crows-nest to camp.
I only care about bullets to face, k/d, SPM, acc, hs ratio and winning. 
Positive Feedback:
Nader-
Nader is probably my favourite character at the moment, vassili has taken a backseat for now.
Fun as hell lobbing nades on players heads.
Crotzni (spelling?), is an awesome weapon, and the default pistol with the silencer is nuts.
Godlike with her on us west, ended up with 31 / 3 or something on a full server (im used to playing 3v3 on aus :().
General-
I may be in the minority but I love the knife speed mechanic, and use it all the time whenever I get the chance.
Game is night and day, when you have players of similar skill on the server.
Have been using the Help Up mechanic far more than I had anticipated. In fact Ive probably revived more players that way, than with defibs. It has a good samarritan feel to it cough
Use the lunge mechanic quite a bit, and has been quite useful making surprise attacks, and evading fire. I’m hoping it ends up having a bit more utility, later down the track.
BUGS: (this patch)
-Proxy mines, turrets, etc don’t destroy when you switch teams, instead it switches teams (stopwatch?)
-Red eyes sight ability does not show the full head of the enemy, the white does not cover the helmet of bandana etc for the mercs, idk if this is intentional
-if you jump in a corner and tab forward, it will bug by jumping you up, and if you stay it will kill you, it does this on ammo boxes
-dome map ramp you have to jump on it to get across
-HUD transparency in options should not affect the cross hair transparency
-cross-hair color and hit indicator size keep resetting when you reopen dirty bomb
-black weapons spawn randomly in map, perhaps when you switch classes it does this:
http://s4.postimg.org/4a0f1anhn/OBJ_Bridge_PC_16_02_16_400.png
-sometimes players will spawn invisible:
http://s16.postimg.org/l5tga6v7n/OBJ_Victoria_PC_14_07_08_430.png
-the repair distance seems to be too far:
http://s28.postimg.org/w804sujil/OBJ_Map_6_PC_14_01_52_550.png
-reload animation is not fully complete when your ammo is refilled, this is obvious of Phoenix’s smg with the reload ability
-I noticed the bandage ability works for the whole team instead of the player who has it(the die without a kill and gain +10hp), I have the rare aura card, and noticed this, but I don’t have the ability for my merc. Does this work for the whole team or the one who has it? Doesn’t seem intentional
and please fix when the map first loads and everyone has to press f1-2 or 3 to spawn, and if no one does all it takes is one f6 to start the game
So, I downloaded the patch to see all this new announced shiny stuff. First impression is it is ok, but not more. There is nothing which hooks me, so I guess it wont be more than a game I play when I’m bored of other games. I just played 2 rounds, the maps were Waterloo and White Chapel.
Generally both maps lack of alternative routes. I didnt play DB for months but still knew from where the attackers will come even tho on White Chapel some “alternative” routes are available. I hate to say it, but please play some rounds of ET/ETQW/RTCW during you game test time to see what good maps should be like. I’m surprised that the maps are so bad because you always had good maps in your games (Brink is not listed because 1. I didnt played it and 2. The game was really bad from what I read here).
Positiv:
[ul]
[li]Performance was ok, got around 80fps but they werent stable (they were between 70 and 120). Didnt change my cfg just used the ingame settings.
[/li][li]The mouse input does feel better, this is the best part for me in this update.
[/li][li]The HUD does look nice, I like it. What I still miss that you get a feeling how much HP you lost during a fight. For me its hard to realize when I have to find cover to heal up again.
[/li][/ul]
Negative:
I was surprised when I played the patch yesterday evening for the first time, just one server with people on it. I played around 8pm CEST and usually there should be more players online. My last hope is that the promised map rework will get me playing DB on a constant basis again. Imo you (SD) did deny the map problem for too long. Now you are paying the price for pushing the game too fast in CBT. The servers are empty even during the best gaming time.
So see you after the map update patch 
Kl3ppy, it’d be interesting to hear what you think about the updated version of Dome as that’s the first map that has begun to facilitate long and wall jumping properly. You may well begin to see the true value in these movement mechanics if you play some good rounds on Dome, and indeed, Dome might prove to be a map that you’ll truly enjoy.
It is quite funny to see some people making full use of the help up mechanic, and others avoiding it completely. That’s not necessarily a bad thing, but I’m glad to see people enjoying it, even if not everyone does.
I will try to playtest dome, I hope I find some time in the next week or during the weekend 
I personally think gunplay has gone bit of forward to better direction, not sure what’s actually done but audio and visual information from given damage has truly helped my playing with giving more excitement to it. Also given input felt bit better especially on wall jumping as suspected. In overall casual matches are less grindy experience to me.
Honestly I keep wanting more that “style” and “feeling” of abandoned London where all mercs are littered to fight for their coin and bragging rights. We’re closing this also but I’m looking more forward that. Game that’s also respectful for it’s own style and offers something else than unremarkable experience in terms of visuals/audio also helps to step back into action.