Really wish they had gone this route. The healing should be interrupted while taking damage.
Closed Beta Update V41588 (6th January 2015)
Maybe have the Healing Station emit a Healing Pulse every X seconds for Y amount of health. If you want the Healing Station to continually heal, as it does currently, then the values have to be lowered a lot more. Even with explosives, which is the way its meant to be dealt with, it’s so easy for them to just plop down another one and carry on.
That may be somewhat complicated to program. All they need to do is make it consistent with the other healing items, which means have it stop healing while taking damage. I’m sure that’s how it works now, but as it stands it resets the heal every millisecond, which means it resets the heal every time the person takes damage.
just increase the time for it to reset to heal by second and it may be a bit more balanced, but as it stands now it still may even need to have the heal amount reduced as well.
This is what I’ve heard from quake live devs quite a few times, considering what they do is modify the engine, and being that splash damage is in the same case. I wouldn’t be surprised if this was ever an answer from an SD dev. But if a healing pulse were too difficult for SD devs to program then I would probably lose faith in SD, nothing about a healing pulse, to me, seems difficult to achieve, considering phoenix already has a similar effect.
Probably quite busy with preparing to take the game offline for a while, I imagine.
I was stating that a percentage heal wouldn’t be worth programming due to creating a proof plus balancing to make it as good as the other heals.
A healing pulse would be rather easy to program, since you would just have it refresh the heal every second.
[QUOTE=Nail;519733]quite what?
quite quiet ?[/QUOTE]
Is it Holiday over there of something? I know Europe gets like 360 hours of vacation or something crazy. I think they even get off on your boxing day and call it something else haha!
Gawd damn…I thought I’d responded to this thread already…silly submit button not doing its job.
No holiday no. I was out sick on Tuesday, so I wasn’t about to batter you with letters. There’ve been plenty of meetings taking place to soak up dev time too.
[QUOTE=Silvanoshi;519799]Gawd damn…I thought I’d responded to this thread already…silly submit button not doing its job.
No holiday no. I was out sick on Tuesday, so I wasn’t about to batter you with letters. There’ve been plenty of meetings taking place to soak up dev time too.[/QUOTE]
Question:
In your SD “meetings” do you drops our names, specific post or idea’s?
Example:
Inferno made a good post and point for laying out the last stage of White-chapel. And here is what is was x ,y and x…
or
spookify’s Augment Idea was pretty sweet what does everyone else think?
or
OK, on today’s agenda we will be going over Pixels Bug posts and getting them on the list. Then we will have a working lunch to watch all of his 30 minutes videos hahaha!
I just think its so cool even though you are average guys like me/us in a different field that you talk about our idea’s and take them to heart. I can just see a meeting where Anti or Smooth is like **** spook’s writing is horrible but he does have a good idea haha!
[QUOTE=spookify;519820]Question:
In your SD “meetings” do you drops our names, specific post or idea’s?
Example:
Inferno made a good post and point for laying out the last stage of White-chapel. And here is what is was x ,y and x…
or
spookify’s Augment Idea was pretty sweet what does everyone else think?
or
OK, on today’s agenda we will be going over Pixels Bug posts and getting them on the list. Then we will have a working lunch to watch all of his 30 minutes videos hahaha!
I just think its so cool even though you are average guys like me/us in a different field that you talk about our idea’s and take them to heart. I can just see a meeting where Anti or Smooth is like **** spook’s writing is horrible but he does have a good idea haha![/QUOTE]
Name drops and subsequent discussion of ideas are certainly known to happen every now and then. With that said, plenty of community feedback on a topic tends to be an amalgamation of different ideas and opinions contributed by many different community members. Oftentimes it’s the overall notion (or notions) from the community as a whole that’s discussed.
“Okay, let’s see this bag of player feedback Silvanoshi has gathered for us from the forums”
“Wants the game to be more like ET” alright, “Wants the game to be more like Quake Wars” fair enough, “The maps need to feel more like Wolfenstein” I can get behind that “More like ET” yes, “ET is better” alright, “Quake Wars should be looked at more” got it, "The shooting and pace should feel more like previou…’
Right, that concludes our monthly player feedback meeting guys.
More “ET this, ET that” for you to eat up for the nth time;
It’s lacking a lot of features that made ET great. The problem is, they have done nothing to either replace or revolutionize these features;
- flag spawns
- forward spawns
- proper doc runs (steal from enemy base and secure mid map)
- touch steal/return/secure objectives (doc runs and spawn flags)
- select-able spawns
- meaningful side objectives (excludes MG builds)
- command posts
And the more simple things like;
- ability to pick up weapons
- uni steals
- team doors
- helmets
- player boosts
- sprint while reloading
The single biggest let down for me is the maps. They are mostly linear and bland that really restrict tactics which makes for boring gameplay. Traditional maps had much more depth and a variety of ways to do something.
There are no memorable fighting areas such as the war room on beach, radar cp, upper supply depot hold (last obj.), the goldrush courtyard/bank D, salvage or sewer interior D, etc… due to poor design and absence of some the features mentioned above. I doubt I will remember any parts of the tube on Underground, or the long street you are forced along on Whitechapel (the games best map).
The map design is so restrictive that we can’t even choose to fall back in certain instances because the map won’t let us - terminal wall, fall back to 2nd trainyard objective to properly set up, etc…
It is nice to see some choice being incorporated into maps like Dome, but even those objectives which are a result of months & months of feedback and revisions which still need a lot of work. I don’t see that map or any other current map reaching it’s full potential. It’s too bad.
The game will be fun but I can’t see it coming close to many of the games I have really enjoyed over the past years.
They are so dead set against incorporating most of the above features simply because of a “this isn’t ET” attitude.
Removing all of those great features and not substituting them with something “revolutionary” is really hurting DB.
It’s important to keep an open mind with regard to new features, but it’s equally important to keep an open mind toward some past things worked quite well which DB’s popularity and replay-ability could greatly benefit from.
[quote=prophett;519825]more “et this, et that” for you to eat up for the nth time;
it’s lacking a lot of features that made et great;
- flag spawns
- forward spawns
- proper doc runs (steal from enemy base and secure mid map)
- touch steal/return/secure objectives (doc runs and spawn flags)
- select-able spawns
- meaningful side objectives (excludes mg builds)
- command posts
and the more simple things like;
- ability to pick up weapons
- uni steals
- team doors
- helmets
- player boosts
- sprint while reloading
the single biggest let down for me is the maps. They are mostly linear and bland that really restrict tactics which makes for boring gameplay.
There are no memorable fighting areas such as the war room on beach, radar cp, upper supply depot hold (last obj.), the goldrush courtyard/bank d, salvage or sewer interior d, etc… Due to poor design and absence of some the features mentioned above. I doubt i will remember any parts of the tube on underground, or the long street you are forced along on whitechapel (the games best map).
The map design is so restrictive that we can’t even choose to fall back in certain instances because the map won’t let us - terminal wall, fall back to 2nd trainyard objective to properly set up, etc…
It is nice to see some choice being incorporated into maps like dome, but even those objectives which are a result of months & months of feedback and revisions which still need a lot of work. I don’t see that map or any other current map reaching it’s full potential. It’s too bad.
The game will be fun but i can’t see it coming close to many of the games i have really enjoyed over the past years.[/quote]
this!!!
looking at the past updates, how often DB is updated, and how large the updates are, something like this to achieve would apparently take a year to implement, which right now is my biggest gripe against the game. its kinda disappointing.
[QUOTE=prophett;519825]More “ET this, ET that” for you to eat up for the nth time;
It’s lacking a lot of features that made ET great;
- flag spawns
- forward spawns
- proper doc runs (steal from enemy base and secure mid map)
- touch steal/return/secure objectives (doc runs and spawn flags)
- select-able spawns
- meaningful side objectives (excludes MG builds)
- command posts
And the more simple things like;
- ability to pick up weapons
- uni steals
- team doors
- helmets
- player boosts
- sprint while reloading
The single biggest let down for me is the maps. They are mostly linear and bland that really restrict tactics which makes for boring gameplay.
There are no memorable fighting areas such as the war room on beach, radar cp, upper supply depot hold (last obj.), the goldrush courtyard/bank D, salvage or sewer interior D, etc… due to poor design and absence of some the features mentioned above. I doubt I will remember any parts of the tube on Underground, or the long street you are forced along on Whitechapel (the games best map).
The map design is so restrictive that we can’t even choose to fall back in certain instances because the map won’t let us - terminal wall, fall back to 2nd trainyard objective to properly set up, etc…
It is nice to see some choice being incorporated into maps like Dome, but even those objectives which are a result of months & months of feedback and revisions which still need a lot of work. I don’t see that map or any other current map reaching it’s full potential. It’s too bad.
The game will be fun but I can’t see it coming close to many of the games I have really enjoyed over the past years.[/QUOTE]
You must spread some Reputation around before giving it to prophett again.
Luckily I don’t care about reputation as this will probably make a lot of people dislike me, but a lot of those bullet points don’t seem all that needed in the game, they seem kind of unnecessary. Picking up weapons kind of ruins the whole point of having so many mercs(and the balance of the mercs) if they can just pick up any weapon in the game. Reloading whilst running is an augment, I feel it should stay that way.
Whilst I agree for the most part in regards to the maps, I don’t feel they are as bad as you are making out. I’m probably in the minority in these forums but out there in the game many people seem to enjoy the majority of the maps, or they just vote for them because they haven’t played them for a few rounds.
I enjoy the game as it currently is, making it too much like ET will probably prevent many new people from coming to the game and taking part. There has to be a nice balance between the two. You don’t want to alienate yourself from either side.
For now, we’ll see how the next big patch changes things.
