would also add to tutorial.
-provide info on object proficiency
like
“If you are a medic, and engineer is near you, dont waste your time on doing the object(arm/disarm or repair) - better cover the engie - he will make this better and faster than any other merc!”
Closed Beta Update V39035 (25th September 2014)
Really cool tutorial. Seems to be missing anything to do with advanced movement aka long jump/wall jump. On the revive part, I’d suggest explaining the paddle charge in better detail so that people know a full charge = full hp revive. Menu looks quite good as well.
Only was able to do a quick run through of trainyard, but it’s pretty much identical to the old build of the map with the carry obj. Literally one ‘trick jump’ which is really identical to the old path there… the jump is so easy why bother to even remove the stairs at all? Seriously hope this isn’t the future of trick jumps. C4 on the first obj seems like it will be better. Too bad no unique obj types ever got developed. Hoping to see more significant map changes in the future, still pushing for dual forward spawn integration and archetype specific side objs as a standard.
If MGs got fixed finally, I’ll likely be spending a lot of time using them again.
My whole system froze in DB now. I had reset/turn off the PC to release it from frozen status.
Edit: Might have been something else that caused the freeze
Thanks again for the feedback folks, keep it up!
INF3RN0, there’re certainly more than just 1 advanced jumping points in Trainyard, we just haven’t made them quite as obvious as in Dome. I look forward to seeing how long it’ll take you guys to find them :).
Dome is a better example of this; they need to be incorporated in blockout phase. As you all have pointed out many times, it’s not an easy thing to reverse engineer these into older maps… but please do share if you have good ideas for them!
[QUOTE=spookify;510936]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…[/QUOTE]
The intention is for the training screen to only appear the first time you start the game, though you can revisit it from the Play section at any time. We’ll also be adding an account flag for this, so if you log into a different machine, you won’t be bombarded with the training again.
As for the profile page, this first page essentially displays your global stats across all games ever. The Mercs displayed on this front page are your three most used ones, so anyone visiting your profile (this’ll be possible in the future) can immediately see which Mercs you prefer.
The soon-to-be-added Mercs subsection will let you delve deeper into things and filter stats down a Merc-by-Merc basis, so that should give you exactly what you’re looking for.
Happy with most of the changes, understand why you had to do a few of the less popular ones, but I don’t have any objections at the moment.
Training level is amazing, great start, from looking at the “training map” screen I presume there will be multiple different training levels, basic training, weapons training, movement training, etc. But my thoughts so far are:
- Tells you to sprint, but there is no penalty if you don’t, I’d suggest having a door that closes on a timer, or gas, or C4, or something that forces you to sprint.
- Didn’t convey the concept of charging paddles for full health revives.
- Nothing about walljump, longjump or the forthcoming slide and ramp jump mechanics.
- Female voiceover is unclear and quiet.
[QUOTE=Voshy;8893238]any plans to fix hit registration? I am really getting sick of people with high ping having the ability to kill me 2 seconds after i went behind a wall. Can’t you finally fix the important things instead of doing things nobody needs, please? Every update the biggest changes are things nobody cares about and the big problems are still there after 2 years. Sound loop bug is still there. Shotguns still have way too long range. We still play with cheaters every night. Reloading still sometimes goes trough the whole animation but doesn’t reload your gun (with both “cancel reload while sprint” option ON and OFF). Everyone on server still lags for 2 seconds when someone connects. Maps still have terrible choke points with no alternative route. MGs are still insanely strong and as them being so OP it’s not enough, they can even headshot for some unknown reason. Game is still a spam fest even on 6v6 with turrets, mines and naders. Performance is still terrible, people who play other new games with no problems get 20 FPS on Dirty Bomb (even with extra config tweaking you don’t support trough options). Performance drops even more when server is full, not to mention 8v8 where you can show your FPS by using fingers. We still have some options settings that appear only when connected to a server, also some options that appear only when not on server (awesome logic). Important sounds like footsteps are still terrible (why is it in any other game I can use sounds to know where the opponent is coming from, but not here?)
And with new patch, other than not fixing anything important, we got a portion of new bugs. Today after 2 maps where vsay worked normally, on 2 next maps vsay didn’t work at all, and it wasn’t only me. Ammo and health stations now can’t be deployed on a lot of places where there was no problems before.
Some very irritating stuff also appeared, like music everywhere and too loud with no option to turn it off because only audio option is master volume. (Menu, starting the map, randomly while playing). KillAllSounds helps, but apparently what can happen with that command is it can mute the EV sound for the rest of the game…
All in all, the only good thing that came from this patch is the turret nerf.
But hey, artwork for loot drops is 300% shinier now. **** yeah.
You really need to start fixing the important things, because if this beta with the current patching speed continues much longer, I’m afraid more people will forever give up this game before release, than try it after release. And I can’t have that. I’m too old to wait for your next game, this game is my last chance to remember that feeling of a real competitive team shooting. The feeling that only you SD guys were able to provide with your games, at least for me. So please, get your **** together and don’t disappoint me. Communicating with us on forums would be a good step after all this time too, you know. Not Miss Murder who answers some decent threads with “good questions!”, but you who can really answer our questions and change something. We have a community manager handling us here like the game is out and has few million players. With 30 active players after i don’t know how many thousands of beta keys given out, maybe you should think at least about changing the communication system ;)[/QUOTE]
Voshy - Brings up a lot of good points and it does point out the frustration people have. Been almost 2 years! 2 YEARS! That’s 104 weeks! That’s 17531.6 HOURS!! (That’s just how long I have been around… Im sure the game was being designed and talked about 3 Years ago)
Lets break this down into a time line:
Actually I dont have time to break this down but don’t you think its time to put a few more people on this project especially in the Map area which takes the longest? Do you have one audio guy working on all projects including this one?
Trying to think about this a business and with 3 Years in-development and only a Few Thousand Dollars raised from the founders and in my estimates 1.5 years to go until release you sure are putting a lot of money into it.
Big Time Consuming Things the Game Need Yet:
Tweaked Maps! (Very Time Consuming)
-Sub Maps = Collision, Map and Player Animation, Art and Brightness in-general and Everything that goes into a map)
–Sub Animations - Player and Gun animation (Recoil is still broke on arty)
-Sub Maps - All Performance Passes until complete/release Map…
Purchase or Buy Page InGame (Very Very Time Consuming and Not even sure SD knows how to approach it)
Pass #2 Crates + Augments within the Crates aka Perks…
Add-On Sights
New Mercs (Guns, Audio, Art, Animations and all that)
Stats Page InGame Menu (Talked about Visiting Other Peoples Pages Possibly) (I can see this being Time Consuming)
Friends/Clan and possible even some type of fire team implementation.
O Yeah:
A very complex Match Making System that will need to be across 3 game Modes (of which SW is the only real working one) and within this Match Making System will need to incorporate Casual and Ranked Play.
- Ranked Play will also need a very complex page, stats, banners, rewards, points and ranking system to be designed.
I said 1.5 Years… PFFT make it 3 or 4 more YEARS!
- The lady announcer in the tutorial map is hard to hear
- The matchmaking radio buttons are not working properly under the play menu: if you have america selected, you can’t select europa without first disabling the america checkbox
- Master volume is not working at all, at least in the menus
- I like the new profile menu, but the badges display is too big. Badges should be down-scaled
- In the in-game lobby, one should be able to select one of the three mercs in the squad to first spawn as
- Redeye has no firing sounds
- Please put the EV back to the road already for the first stage of LB
Dome is fantastic for that, even just aesthetically, the speed at which players can parkour through the upper regions of the map is perfect.
What I miss though is that these are mainly just travel routes that are never really contested. I want to make four consecutive wall jumps up some worn out factory roof while being shot at and returning fire.
And while we’re still talking about older maps, these maps really feel vertically claustrophobic compared to Dome. Especially Whitechapel and Terminal, they both have ample spaces high up in the tall buildings but there’s nothing there. These maps really deserve a pass with an additional layer of vantage points. And I say vantage points instead of routes, just like in Dome these locations shouldn’t be connected to each other. They only serve to add control to the areas below.
Lost easily 100 Frames Per Second right off the top of my game on every map… I was around 300 to 357 frames last patch but now I am seeing 90 even 70’s some times!!!
gotta say every update is an improvement, but this one still disappoints because the change list is so minor. hopefully the next patch isnt as small as this one
Dome is a horrible example of how to do trick jumps. Many of the “short cuts” are actually longer then running around the normal way.
Not to mention they have a widely varied difficulty due to poor mechanical implementation full stop.
Its not a deep system if its too easy and its not deep if you need to rely on pixel to pixel accuracy.
This should have been a more free form system…
I really don’t like the orange colouring of the opponents. I hope this is just a temporary quick-fix for the low visibility from the last patch.
- It’s ugly
- It ruins more discrete tactics
- It’s highly situational and will even serve as camouflage in warm environments like trainyard.
I believe that any visibility issues should be fixed through the models themselves. I don’t want the game to be holding my hand and pointing my targets out for me. Quake Wars was perfect when it comes to enemy identification. Players were usually discernible but at the same time they had options to be more stealthy if they wanted to.
For what I saw quickly it’s a nice move on trainyard, but I dont understand the new FOV limitation … 65 > 100 I use to play between 105 and 110 …
