Comp Adjustments


(nailzor) #1

There are a handful of in game features right now that I feel should be modified in regards to the competitive FPS scene.

[ol]
[li]Scores screen should not show the enemy classes or whether they are (Incapped) or (Dead).[/li][li]Mouse-over an enemy player should not show their name or their health bar.[/li][li]Remove Grenade indicators icons (the blinking red icon).[/li][li]Addition of a compass overlay - for situations when a off screen player in your area needs help (ammo, revive, healthpack, etc).[/li][/ol]

I feel these should be changed/removed because it can remove possibilities for strategy play and class changing.

An enemy player should not be able to know when an enemy teammate is in limbo or dead by simply loading scores screen, nor should a player be able to glance at an enemy and get extra clutter on screen(their clantag+name) and also the intel of that players health. This takes the mystery out of starting an engagement with the enemy, I know how much HP you have, you know how much HP I have just by mousing over the enemy from across the map - kinda silly. I think if you have a heart-beat sensor in the area then it is fine, other than that - No thank you!


(Volcano) #2

no name tags through the wall


(Maca) #3

+1 to all of these. Gathering intel should be the thing of covert, so now that everyone can see the names and healths makes the class pretty pointless.


(INF3RN0) #4

I’d like enemy classes and hp/names to not be shown in general.


(Volcano) #5

being able to see the building progression really needs to go like first phase Victora for when the attackers are building the air extractors for the underground entrance


(Hundopercent) #6

It’s already difficult to distinguish enemies and allies why make it worse?


(INF3RN0) #7

I want more clear coloring on the models instead of that, don’t you???


(xarQi) #8

+1 for this but we need something to show difference between teams then! colors or …


(Bangtastic) #9

+1 for this thread


(Hundopercent) #10

Obviously, but their is a massive post on this already and they haven’t changed the colors. Did they mention that they are changing the colors? If not, I would rather keep the nameplates until distinguishing teams is easier.


(Anti) #11

We’re still looking into team identification options. We want the teams to be more easily identifiable but we need to retain the ability to sell outfits…because we like getting paid and being able to eat food, pay bills and stuff :slight_smile:

That limits our options somewhat as far as team identification goes, but there is still stuff we can do to make this better.


(ImageOmega) #12

[QUOTE=Anti;433415]We’re still looking into team identification options. We want the teams to be more easily identifiable but we need to retain the ability to sell outfits…because we like getting paid and being able to eat food, pay bills and stuff :slight_smile:

That limits our options somewhat as far as team identification goes, but there is still stuff we can do to make this better.[/QUOTE]

Do you think you’d be able to sell skins with easily interchangeable color palettes? That’d solve the orange vs blue dilemma, right?


(Anti) #13

Maybe, we’d then have to make those two skins (easy enough) but also represent them both in UI etc etc. It’s not a solution that’d be terrible, but we think we might be able to do something better


(potty200) #14

Would you be able to have different merc types for defence and attack? (This will double the amount public players would spend money right?)


(iwound) #15


                                                             :wink:

(ImageOmega) #16

Gotcha. I understand what you’re going for now. If you don’t mind I’d like to still throw out ideas and maybe mock ups of what could help with team differentiation and be easy to implement across skins.


(nailzor) #17

If the content is meaningful people will buy it, if not - it will go unused. In MOBA games like LoL people go nuts over skins - unsure how this translates to FPS games - so I leave that to you.

Regarding FPS pay-to-play strategies I feel this will be more popular for the pub play and have less impact on the actual competitive games?


(woll3) #18

cg_forceEnemyModel keel/bright

or something similar for comp Servers.


(nailzor) #19

[QUOTE=woll3;433656]cg_forceEnemyModel keel/bright

or something similar for comp Servers.[/QUOTE]

tankjr for me :wink:


(OwNLY) #20

As it seems now, we are moving towards 2 different games: one for Public, and one for competition.

Go on put in all **** like outfits, skins, unlocks, killstreaks, onehitkill weapons, mines, etc in the game,
and just create a nice and clean “competition-mode”, or give mod tools.

I personally would favor the same game in public and competition,
since DB is one of my last hopes to see a proper FPS game for eSports.
But it seems like that is not gonna happen…