Closed Beta Update V39035 (25th September 2014)


(Silvanoshi) #1

With update V39035, we have updated the new user experience while making some much requested changes to Trainyard. For new players, we’ve added the first tutorial level and streamlined the first Dirty Bomb experience.

In Trainyard, we have switched the first objective away from its former capture zone status over to the much more explosive C4 detonation objective. The map has also received a modified version of its former 3rd stage, alongside a bit more love for wall-jumping!

Shotguns have received some much needed tweaking, and the Merc selection process has received a bit of a visual overhaul, we hope you like it! Pertinent Merc barks have been reworked to be more useful across the team, and we’ve hammered away at some annoying bugs, including some tweaks to performance.

As always, we’re eager to read your feedback, so be sure to drop your thoughts in the posts below!

DESIGN
General

[ul]
[li]The new user experience has been updated to make getting into Dirty Bomb much easier [/li][LIST]
[li][*]We have also added Dirty Bomb’s first tutorial map! [/li][/ul]
[li]Added an option to enable or disable automatic reload[/li][li]Min/Max FoV settings values have been changed to 65 and 100 respectively[/li][li]Added feedback for successful ‘hit’ of Concussion grenade[/li][li]Default sensitivity has been changed to 10 based on player data[/li][/LIST]
Balance

[ul]
[li]Ever-so-slightly increased Turret lock-on times[/li][li]Made the mine more visible by brightening the emissive parts and slightly increasing the size of the glow[/li][li]Shotgun pellet damage fall off now starts earlier and takes place over a longer distance.[/li][li]Increased default Timik-47 Assault Rifle spread and recoil by 5%[/li][/ul]
MAPS

[ul]
[li]Multiple minor art and collision fixes have been applied across all maps. [/ul][/li]Trainyard (Updated)

[ul]
[li]First objective changed to C4 plant[/li][li]Deliver to train objective removed[/li][li]A modified version of Trainyard’s former 3rd stage has been added[/li][li]New final carry objective added utilizing a modified version of Trainyard’s former 3rd stage: deliver carryables from crashed train to the helicopter[/li][li]New Trickjump routes added throughout the map[/ul][/li]Dome

[ul]
[li]Rotated AA Gun 180 degrees to prevent attackers from pulling back.[/li][/ul]
USER INTERFACE
Front-end Menus

[ul]
[li]New screen: My Profile[/li][LIST]
[li][]Added new profile screen housing high level player stats[/li][li][]Can now set your clan tag on this screen, without crawling through the innards of the developer console[/li][li][]The profile’s various subsections are being reworked as well - look for them in future updates[/li][/ul]
[li]New screen: Mercs Hub[/li][ul]
[li][
]Added an alternate, much more visual Merc selection screen[/li][li][]The previous grid selection screen can still be toggled if needed[/li][/ul]
[li]New screen: Merc Load-outs[/li][ul]
[li][
]See all of the load-outs you’ve collected for your Merc so far[/li][/ul]
[li]Added character quotes to the Merc profiles for that personal touch[/li][li]Various smaller improvements and tweaks to Merc Profiles[/li][li]Settings - The option selected are not highlighted when tabbing through them in the settings.[/li][/LIST]
HUD and In-session Menus

[ul]
[li]Reworked the Merc selection menu when incapacitated to be more prominent and easier to understand[/li][li]Random Loot Drops are now displayed during the Match Review sequence[/li][li]Updated art for all Loot Drops to be 300% shinier[/li][li]Esc now defaults to Options in all game modes.[/li][li]Added “Resume Game” to in-game menu[/li][/ul]
AUDIO

[ul]
[li]Quickchat (Vsay) messaging system is now streamed as 2D and can be heard at any distance. (the positional element has been removed)[/li][LIST]
[li][]This will allow for improved teamplay & coordination[/li][li][]Added a Radio effect for quickchat entries[/li][li][*]Players should no longer hear enemy team-specific VO[/li][/ul]
[li]Added sound effects for Self Revive ability[/li][li]Added cooldown to Quick Chat to prevent repetition[/li][li]Added a selection of character barks for front end interactions[/li][li]Fine tuned the augments “Sneaky” and “Big Ears”[/li][/LIST]
BUG FIXES
A number of small performance optimizations have taken place across the following areas. These will affect computer systems differently. Some people may experience reasonable performance improvements, while others may not notice any.

[ul]

[LIST]
[li][]Lighting optimizations[/li][li][]Character LOD optimizations (characters at a distance will be lower quality)[/li][li][]Various 3d art optimiations[/li][LIST]
[li][
][]Ammo station[/li][li][][]Viewarms[/li][li][][]Various map assets[/li][/ul]
[li][
]Memory usage improvements[/li][/LIST]
[li]Erroneous Anti-Virus flags have been fixed[/li][li]Fixed a server crash on Whitechapel & Bridge when the EV is repaired after a player that has contributed to the repair is no longer connected[/li][li]C4 will now take priority when dropped on a dead body and a defender is trying to defuse[/li][li]Mounted gun firing audio now stops when dismounting[/li][li]Measures have been taken to reduce frame rate stutter when a player connects to a server[/li][li]Minor client side performance optimisations have take place[/li][li]Fixed various issues with mounting MG nests with a high ping[/li][li]Fixed various issues with looping audio[/li][li]Fixed an issue with being unable to respawn after rebinding the jump key, the key bound to jump should now always work for respawning[/li][li]Fixed occasional delayed audio[/li][li]Fixed all characters appearing to level up the same during the End Game Review when they actually didn’t[/li][li]The game will no longer run unless the Nexon Launcher is also running, closing the Nexon Launcher whilst the game is running will cause the game to terminate[/li][li]Fixed missing Map images on the Lobby when connecting to a match in-progress[/li][/LIST]
KNOWN ISSUES

[ul]
[li]Merc profile descriptions are a work in progress[/li][li]Clan Tags do not yet appear bracketed in-game[/li][li]NOD32 ESET and AntiVir erroneously flag ShooterGame-Win32-Shipping.exe as a virus. We are working with each company to address this problem.[/li][/ul]


(Silvanoshi) #2

And the update is live!

We would very much love to have your feedback folks. With regards to the tutorial, do bear in mind that this is not targeted at any of you, so it will seem quite basic. We’ve also got more elements on the way to go into more depth surrounding DB’s various game mechanics. We’ll also be tuning it up here and there, so feel free to leave your feedback.


(Nail) #3

not sure I like that


(spookify) #4
  • The game will no longer run unless the Nexon Launcher is also running, closing the Nexon Launcher whilst the game is running will cause the game to terminate

WHAT NOOOOoooooo! I get so much better frames when I close that launcher!!


(Rex) #5

[QUOTE=Silvanoshi;510845]
In Trainyard, … The map has also received a modified version of its former 3rd stage, alongside a bit more love for wall-jumping!

MAPS

[ul]
[li]A modified version of Trainyard’s former 3rd stage has been added[/li][li]New final carry objective added utilizing a modified version of Trainyard’s former 3rd stage: deliver carryables from crashed train to the helicopter[/li][li]New Trickjump routes added throughout the map[/ul][/QUOTE][/li]
Nice, you listened to what I said. :wink: Looking forward to test it!


(prophett) #6

Looking forward to trying the “new” Trainyard :]


(spookify) #7

First Thing I Notice With Every Patch is Default Video Config.

2 Days ago I ultra tweaked my CFG; few things here and there and was getting around 350 Frames on almost every map…

Hopped in just now and played 30 minutes and every map I played my Framers WITH Default were 70 to 120…

  • I would urge SD to make Defualt Config on Medium so people with mid to low PC’s arent like this game blows right off the bat… You need to make a huge first impression within the first 5 minute of the game… If people are getting 50 Frames per Second they might not even take the time to learn the menu and switch to low settings…

Example: Like I said I just played 30 minutes at lunch and I did not change the video settings and just popped right into the game to frag… I didnt want to waste time to tweak a CFG. You think other people are going to want to spend fragging time turning stuff on and off and seeing if they can get their game smoother? Find a nice Mid to low/mid level PC and see if you can get it to run at least 150 frames on it and make those the default video settings…

Bug Note: Another Audio Loop… This time its a Spark or Engy welding sound; also sounds like a very weak radio like someone is talking…

Played Train 3 Times! Much better!!! I would personally like to Steal something from the enemy spawn and Running it to a transport equal distance… Sort of like ET Radar, ICE or Frostbite… WOW heck almost all ET maps even Gold-rush hahaha! Why have you/SD reversed this Doc transport thinging?

Menu looks OK… Does it take you to the tutorial page every time you start the game?

Stat per merc only displays the first merc of your 3? I tried to pick my other 3 for detailed stats and it didnt switch… Actually it had my second merc not my first one…

Find a Better way to count XP especially badgers! Just line them up with there multiple.

Lobby is much better!

Was there player on player collision tweak? I ran into someone and it looked better… That was only one time so far though…


(Wezelkrozum) #8

[QUOTE=Silvanoshi;510845]
[li]The game will no longer run unless the Nexon Launcher is also running, closing the Nexon Launcher whilst the game is running will cause the game to terminate[/QUOTE][/li]
Preparing for lagfest :frowning:


(fzl) #9

lol? update finished i start the game , open the server browser …and then 0/0 servers?


(Humate) #10

Tutorial:
–good vibe
–robot voice and info is a nice touch
–shooting tutorial is good… although I would have only focused on the shooting.
–the class action tutorials were clear
–for the final tutorial I dont remember being instructed to revive the dummys after planting, but will have to replay it and see.
–the parts where the player needs to sprint down a hallway, I would have instructed them to switch to knife informing them of the speed increase.

–would also add:
*carry objective tutorial, teaching players to drop and fight
*various methods of disabling EV
*movement mechanics


(spookify) #11

Yep haha… When I played there was only a few people on the server… Maybe 6 or 7…

Nothing really changed however some bugs got fixed which is nice… The core of the game is still in tacked… Still a head hunting shooter with bad performance.

Not really to much to test this patch…
Possible Shotguns… and that AR AK tweak thing…
Play the New Train…

People are coming and going every few minutes… People arent addicted to stay… The shooting is muhhh at best and WINNING is also muhh… No sense of accomplishment, no team work and no epic 1 v 1’s or 2v1’s… Still get the feeling and super pissed off when you get killed and have no idea how or how that person did it…


(tokamak) #12

The tutorial is fun, but I’d like to see players who know the drill being able to push straight through it without having to wait a single second to make time-trails more exciting.


#13

Cool, gonna try it

Training part was nice:

  • Feels so much more professional as game to be properly introduced. Got a bit of Portal 2 feeling in the details. Love it.

I love that there is just 1 option in beginning, to press the training, and that its called training, so

  1. peoples egos cant skip it
  2. training sounds better than tutorial (training makes you strong / tutorial sounds like manual and people hate manuals)
  • When pressing ESC during training, the voice/training should pause, it doesnt.

  • The shooting training was wierd, since it takes 2 melee to kill with knife, even on headshot?
    The bodies are painted red, but its not obvious that the heads makes so much more damage. So paint the heads red and bodies yellow
    Act like people dont listen / dont use ears.
    Make it visually easy.

Very good effort so far.

More:

  • The hitboxes for reviving needs to be explained. To show an aura or something. Its not obvoius that you need to point exactly on the body (I dont see the pads actually touch the person/object anyway, so its not obvious!)

  • The shooting training, is pretty good, since its way better than nothing. But there is much room for improvement.
    You really need to show visually (not with voice) how the damage is made, and how many shots are needed in body vs in head.

If the player leaves the area still aiming for bodies, the shooting training has FAILED imo.

:slight_smile:


(spookify) #14

Increased default Timik-47 Assault Rifle spread and recoil by 5%

Who’s gun is this?


(Silvanoshi) #15

Thanks for the feedback so far guys, keep it coming!

[QUOTE=spookify;510947]Increased default Timik-47 Assault Rifle spread and recoil by 5%

Who’s gun is this?[/QUOTE]
It’s Stoker’s gun by default.


(tokamak) #16

XP / Card screen after the match is painfully long. You’re basically just watching bars fill. I get that this may be more satisfying once you’re starting to work hard for real stuff, but now I just really want to skip to the actual score screen. Directly.

I liked the former train objective in trainyard better. The current one is basically waves of lemmings crashing into each other. Huge TF2 vibe there. I understand that it would mean two carry objectives in one map but even that would be better.

Even more cool would be to have an actual rails objective. Like an EV thing attached to a carriage shoving a the thing back and forth through the map depending on which team is in proximity. The actual goal is to have the train driven off the cliff like usual.


(spookify) #17

[QUOTE=Silvanoshi;510948]Thanks for the feedback so far guys, keep it coming!

It’s Stoker’s gun by default.[/QUOTE]

Thanks

I had a feeling…

Only gun that felt good standing still or crouched no scope/IS… =Nerfed*
RLRL with Stocker is impossible and it gets worse now… O well…

Add-On’s next update right? Please Say yes… It seems like “every gun” is balanced in a way that will make Add-On Sights Equal or Balance at Mid to Long Range…

  • Draw Down and massive body rage…
  • Turn into First first sight - Stop and pop game… With very Small Maps…

I will Test…


(spookify) #18

[QUOTE=Silvanoshi;510845]
[li]Clan Tags do not yet appear bracketed in-game[/li][/QUOTE]

Why is this an Issue?
If you want Brackets add them…
I do NOT want my clan tag to have [>>>] spookify… Grosss!!!

I want like it is now
>>> spookify

If I want brackets I can add them…
Then add color…

This is a non issue!


(Violator) #19

Some feedback on the tutorial (very nice so far)

Also didn’t hear any instructions on revving the dummies after the C4 (I think I killed one of them and couldn’t revive them lol)
There was a glass floor in the corner with the grass growing on it (though the screenshot didn’t show it as such so maybe my gfx card):


The background voice (the German(?) lady not the main narrator) wasn’t very clear.

Not just in the tutorial but the class selection tooltip shows as ‘press left control to’:


Some other feedback

Lobby time is a bit short now, not enough time to pick mercs.
Nothing seems to have been done about team balancing, as well as the usual random team placement there are the following issues:
Can’t join to even up teams in the lobby once the countdown has started.
Can’t join a team when in spec mode in lobby.
When in spec mode in game, it takes a lot of random clicking on buttons to leave spec mode and join a team.
Definitely not a fan of having to have the nexon launcher in the background :frowning: What is the reason for this?
Yay for adding the Camden jug objective location back, didn’t really get to see it much though in the match I played.
Great that unlock progress has remained (as did my key bindings!) However the old issue of bloom, post-process and a couple of other settings being reset remains (turns fps from 110 down to 50 with these on).


(Dormamu) #20
  • Some running and shooting Crash Test Dummies (<=genius :D) would be nice for the Training maps.
  • The Background for Training hub should be your overall background for the UI, with hotspots on the map for all the menu buttons, some transition to the selected hotspots would be nice, like changing from blockout to zone color map, or zooming in if you select/hoover. Also available on the Android/iPhone store as an app :smiley: with game (DB) ads banner like hot games, replays, how-to, etc. searching for players for a match, etc.
  • Replace the “…Signing in…retrieving game data…other stuff…” with another gif preferably the training hub background, the current transition out of a match and to the menu/hub is like a smack on the head while you are immersed in doing something. Keep the “…Signing in…retrieving game data…updating profile…other stuff…” in a box like a VT420 terminal on the side/low end of the screen.
  • Change the end map xp bar/badges with some top down fastforward of the match with or without some Echo info. If is to resource consuming then allow a skip button.