Closed Beta Update V40323 (11th November 2014)


(Silvanoshi) #1

Evolution…growth and adaptation working in tandem to ensure that the fittest survive and go on to introduce even more awesomeness to the world…that applies to cold hard steel, and gunpowder too, right?!

Dirty Bomb’s DarWINian update sees the Mercs become stronger, and quite a few elements of the game grow and evolve to become better versions of their former selves. Mercs, Weapons, Dome, Crates, Loadout Cards, and even patching all see progress. Let’s dive into a bit more detail below!

Central Intelligence Hub
We’d like to remind everyone that many of these changes will have follow-up work in later game updates. They are not final. Your feedback is very much encouraged, as it will help to guide the development of these elements during that follow-up work J.

[ul]
[li]General Design Changes[/li][li]Merc, Ability & Weapon Balancing[/li][li]Two Brand New Weapons[/li][li]More Loadout Cards[/li][li]New Crates[/li][li]Dome Expansion[/li][li]UI Evolution[/li][li]Bug Fixes[/li][/ul]

DESIGN
General

[ul]
[li]Account and Merc levelling speeds have been increased for testing purposes. We very much want to hear what you think about levelling, particularly with regards to the Mercs as you unlock them at higher levels. Please note that all player progression has been reset, as a result of the significant changes that have come in this update.[/li][li]Reduced default sensitivity from 10 to 7 to make it a little be easier for new players to air out Merc bodies[/li][li]Reduced default FoV from 70 to 65[/li][li]When spectating, Attackers and Defenders have been assigned a static colour. The colour does not change regardless of the team that you’re spectating[/li][li]Enemy respawn timers and death/incap indicators are no longer displayed on the scoreboard[/li][li]Dead players automatically respawn with the wave in Stopwatch (incapacitated players do not)[/li][li]Players now receive 5XP every 5 seconds when defending an objective, whether its protecting a Carryable’s Destination, guarding a planted bomb or more.[/li][/ul]

Merc, Ability & Weapon Balance
Considerable changes have been made to Dirty Bomb’s Mercs, Abilities and Weapons. We’re looking to make the characteristics of each stand out from the crowd even more so than they had previously. The changes have been made to place a greater emphasis on their playstyle, as well as the impact that each Merc can bring to a team.

It’s important to bear in mind that this is the first pass for this new direction in design philosophy, so it may be a little rough around the edges right now. Once you’ve had a bit of time to adjust, we would very like to read what you think about the changes.

We’re eager to see how the changes feel to you without your feedback being pre-empted too much by us. As such, we’ll be releasing the balance changelog in a few days, after the first reactions have come in. We hope you understand where we’re coming from, and very much look forward to reading what you have to say!

Two New Weapons
Introducing the FEL-IX and…cough the SMG_05 (to be named later). You can kit your Mercs out with these new weapons via the Loadout Card system.

[ul]
[li]The FEL-IX is a high powered bolt action rifle with the ability to drop some of the smaller Mercs with a well placed body shot. Chambering another round in that beast of a rifle can take quite some time though.[/li][li]The SMG_05 doesn’t have the highest rate of fire in the world, but it’s initial accuracy is high; and when you land those hits, boy do they make their presence felt[/li][/ul]
New Loadout Cards
162 new Loadout Cards have been built and added to Dirty Bomb, introducing new ways to kit out your Mercs and lay down lead on the streets of London. As always, we’re eager to hear what you have to say about these Loadout Cards.

New Crates
The evolution continues. 15 unlocked crate variants have been added to the game. These crates do not require keys to open, and drop at the end of a match in the same manner that crates have done to date.

On top of that, three new locked crates have been added to the game. As is currently the case, locked crates are opened using keys. Locked crates contain Loadout Cards that tend to offer slightly more impressive skins than standard crates. Again, let us know what you think, which do you like? Which do you think are a little less awesome?
MAPS

[ul]
[li]Wave respawns now occur every 30 seconds in Stopwatch Mode [/li][li]The time limit for the first stage on Objective maps has been slightly increased, while it has been slightly decreased elsewhere in the map. Overall map duration remains the same, but the attackers now have a bit more of a chance to get rolling. [/li][li]All carryable return times are now 5s (Bridge was previously 0.75s)[/li][li]Overtime is now only triggered on carryables when they are actively being delivered (interacting with the destination)[/li][li]A small amount of polish has been applied to lighting across all maps[/li][li]A number of minor collision oddities have been removed across all maps [/li][li]Exploding barrels and cars have been removed, as they weren’t proving to have a particularly positive impact on gameplay[/li][/ul]
Dome
Dome has received quite a sizeable update, much of which was influenced by feedback that we’ve received from the community. We have published a lengthy post in the forum discussing these changes, so please feel free to head over there for more detail.

A brief summary:

[ul]
[li]A brand new primary objective has been added to the start of the map, bringing the number of stages on Dome up to three![/li][li]The final objective has received additional cover to make attacking a little less hazardous to your health. [/li][li]After popping on mining helmets, switching on headlamps, and shoulding heavy pickaxes; the devs have managed to mine out some additional subterranean routes around the secondary objectives[/li][li]The helipad area has received a number of tweaks to make it slightly more inviting. [/li][/ul]
USER INTERFACE
Front-end Menus
Crate opening has received its very own upgrade, the entire process should be a little bit more awesome now thanks to:

[ul]
[li]New audio[/li][li]A brand new animation sequence[/li][/ul]
Individual audio options have been added for:

[ul]
[li]Music[/li][li]SFX[/li][li]Dialog[/li][/ul]
AUDIO

[ul]
[li]Added new taunts and frontend barks for Proxy and Vassili[/li][li]Mixing improvements have been made to many elements of the game[/li][li]Updated reload sounds for several weapons[/li][li]Muting a player now prevents their V-Says from playing[/li][/ul]
BUG FIXES

[ul]
[li]Fixed broken textures on Highest res Skyhammer[/li][li]Toned down camera animations for Arty’s default Primary weapon[/li][li]Stoker somehow managed to fire his rifle without a magazine when using a specific Loadout Card. That no longer happens. [/li][li]Aura and Proxy can now crouch and reload without demonstrating their double jointed party tricks[/li][li]When going up stairs / slopes, Mercs no longer crouch in 3rd person[/li][li]Fixed C4 IFF not showing after respawn[/li][li]Fixed issue where spectators were being considered for ready up[/li][li]Concussion grenades are now replicated to spectators correctly[/li][li]Stopped defib sounds when the player charging the defib is incapped/killed during charging process[/li][li]Crosshair settings are now saved to the user profile[/li][li]Minor synchronisation/network utilisation improvements have taken place[/li][li]Fixed wrong delivery prompt for final objective in Chapel[/li][li]Adjusted incapped collision area so it is not clipping through the floor. Revives should be easier as a result.[/li][li]Blood damage effects now more closely reflect your current health[/li][li]Corrected a number of instances in which audio did not play correctly:[/li][li]Fixed missing audio for Smoke Grenades[/li][li]Fixed missing audio for Redeye’s default rifle[/li][li]Fixed missing audio for hit feedback[/li][li]Fixed missing audio for Phoenix abilities[/li][li]Fixed missing IR goggle audio[/li][li]Fix for missing audio on Fletchers sticky bombs[/li][li]Fixed wrong audio playing when glass is destroyed[/li][/ul]


(spookify) #2

MAPS --> Wave respawns now occur every 30 seconds in Stopwatch Mode

Can this be clarified? (Both attackers and Defenders?)

Balance Notes Not released! Awwwwww. I like a challenge… I am sure I can pick up on what was done and values!


(spookify) #3

What about game performance? Or Server Issues?


(Violator) #4

The ability changes sound good as a lot of them feel underpowered (fragger’s nades being one). Removing enemy healing from stations is a good thing - does this also apply to ammo stations? Currently they dish out ammo to enemies but at a very slow rate.

Cards - hopefully this will improve, I only found Drilled, extra clip and defuse to be useful abilitywise - drilled seemed a bit OP. The special weapon cards were more useful, mainly to get rid of some of the bad weapons like the magnum. I ended up with 92 cards, one of which was legendary (fragger batman + AR) and a LOT of duplicate proxy / phoenix / fletcher / fragger cards. More bias to your most played mercs would be nice.

30 second spawnwaves sounds good for def but attack should always be slightly less?

On the bug front, any news on the static sound bug on Trainyard + the vsay stops working issue? There were also a lot of crashes recently at the beginning of maps, esp. Bridge. And the turret teleport bugs :slight_smile:


(Sun_Sheng) #5

On the sensitivity side since I guess I’m going to have to tweak this again after the reset… can you do something with the settings for low sensitivity players please? I currently have to set sensitivity at 1 in the main menu and then drop my dpi on the mouse to get a comfortable setting. The only other option is to try to do it in game because there is a more sensitive adjustment available there. On current settings I’m about 0.75 sensitivity with an 8000dpi mouse. Having 0.1 to 0.9 available from the main menu would be a big help. Cheers :slight_smile:


(Violator) #6

I was using 2000dpi and a sens of 2 but have ‘learned’ to play with 15 sens and 800dpi (gradually upped the sens from 11), took a LOT of practise though but am getting better results unless the server is laggy (8v8 Bridge being the worst) and it goes slideshow mode :frowning: but that’s not really the rodent’s fault.

On levelling, it was a crazy grind after level 10 and there is no real incentive to go beyond level 20 (also Fletcher is probably my least favourite / underpowered merc which doesn’t help!). Levelling mercs themselves is also insane at level 10 (never got one to level 10 to find out what the ‘foil’ was, Bush, Fragger and Nader spent 1/2 the last test period on level 9).


(Anti) #7

[QUOTE=Violator;514334]
On levelling, it was a crazy grind after level 10 and there is no real incentive to go beyond level 20 (also Fletcher is probably my least favourite / underpowered merc which doesn’t help!). Levelling mercs themselves is also insane at level 10 (never got one to level 10 to find out what the ‘foil’ was, Bush, Fragger and Nader spent 1/2 the last test period on level 9).[/QUOTE]

We’re looking at this stuff right now, changes are one their way, we’re just not set on what they are yet. Will let you know more once it’s a bit further along, but the issues you mentioned will be going away.


(spookify) #8

When people join and you lag; was that addressed?

Also when you guys have been playing this in the office what is the vide? Like it? Higher Skill Ceiling? Less Spam; more spam?


(Exedore) #9

I’ll just say that we did the press event with the previous Live build, and it was a bit hard to go back to. :eek:


(spookify) #10

Ahhh Perfect! I was wondering about that :smiley:

Cant wait to test it!

Oh yeah another 2 simple questions:
#1) Was the NDA lifted?
#2) Were there keys released with this patch?


(spookify) #11

I am very interested to see what was done to a balance!

Hitboxes! wow!
Recoil Humm
Damage, ROF, spread!

All sound like they have changed!

Very Interesting!!!

I set aside all my time tonight to play! Hopefully we have people on!

No wonder Smooth has been quiet!!!


(spookify) #12

Of the 162 new crates and old crates (load out cards)

How many are locked?



(Mustang) #13

I think you unlock them by earning XP, doesn’t take very long.


(Rex) #14

[QUOTE=spookify;514346]Of the 162 new crates and old crates (load out cards)

How many are locked?


[/QUOTE]

But you know the edit function in the forum?


(spookify) #15

I thought they were locked for Testing!?! I hardly never play Skyhammer and all his add-on abilities were locked so I never played him… You have to unlock the merc and then unlock his add-on abilities? CRAZY Talk!

There’s going to be people a lot dumber then me that are going to try this game so I bet SD is glad to have a moron testing haha and get stuff that might seem simple to some people and totally WTF to others!! HAHAHHA!

FTW not dumb just dont have the patience to read… Everything should flow and be spelled out in colorful and shinny shapes/objects or I am lost and then SPOOKIFY SMASH!

Game why no worky!!!


(Rex) #16

[QUOTE=spookify;514350]I thought they were locked for Testing!?! I hardly never play Skyhammer and all his add-on abilities were locked so I never played him… You have to unlock the merc and then unlock his add-on abilities? CRAZY Talk!

There’s going to be people a lot dumber then me that are going to try this game so I bet SD is glad to have a moron testing haha and get stuff that might seem simple to some people and totally WTF to others!! HAHAHHA![/QUOTE]

Sorry, was referring to your triple post.


(Anti) #17

[QUOTE=spookify;514346]Of the 162 new crates and old crates (load out cards)

How many are locked?


[/QUOTE]

18 crates, 15 unlocked, 3 locked. You should all have a pile of keys in your inventory to allow you to open the locked crates


(Violator) #18

Yep, each card has 3 abilities which you unlock via merc level (rather than XP level).


(spookify) #19

Each post was a different series of questions or useless thoughts… :smiley:


(spookify) #20

Sweet Never knew that!