Current DB issues.


(ImageOmega) #21

[QUOTE=.FROST.;464457]The gunplay definitely feels better, compared to earlier builds, and the movement has improved immensely as well and the fact that one can turn off all kinds of fancy view bobbing let’s me play the game in the first place…

BRINK was my first strongly objective based shooter and I loved the artstyle and the setting wich really set that game apart from every other shooter at that time and kept me interested…[/QUOTE]

You’re right, Frost, the game has made improvements. The problem is that the improvements have been incremental for the betterment of the game, then something comes along that makes the game take two steps back, which in the latest patch, for me, was the agnostic objectives. I know the “everyone can do everything” patch was the first phase of it and it’s supposed to get better and before I had a chance to test it I was actually interested to see how well that would work out. I went in with tons of optimism (since I was so sure this was being tested in-house and the dev team found it fun) and came out with pessimistic views about the state of Dirty Bomb and its future.

Also, being proud that you can turn off view bobbing and the sort is something that first person shooters have done for over 15 years. There are just those other games out there that don’t make it an option because they want to lock in “realism”. Dirty Bomb is an arcade shooter, not a realistic war simulator. If they were to go the war simulator route, I can tell you that Battlefield 4 would like to have a word with them. But, if they go the arcade shooter, class objective route then they would be fulfilling a huge blank in the market right now. Look at the success that is Team Fortress 2 starting as a paid game and going free to play and still pulling in a huge community. I wasn’t aware until recently, but even on the competitive side TF2 still has big tournaments being thrown for it like at ESEA. Why? Because, there aren’t other games out there like it… It fills a void.

A void that I talk to non-alpha testing players about everyday. I have people who have been playing competitive FPS games for years and they reach out to me in hopes to squeeze out information about Dirty Bomb or a chance to play the game. They tell me how excited they are to play the game because of what it promises…a team based, class touting, objective running game. A game that I’ve read and heard compared to every objective based game out there. In the exact same breath I hear them also say they are excited to play despite the gameplay videos looking lack luster. It kills me to remain tight lipped that the “magic of ET” is not there and this is not the game they are looking for…yet?

I say, “yet”, because I am hoping for a turn around in this game. I am hoping things will change for the better. Unfortunately, I think there is a lot of tunnel vision on the forums and the development side of things. There’s this big picture that I know the developers believe they have more pieces of the puzzle to than us because they have things they are working on, but the problem is the CORE GAMEPLAY is not there. The core is not fun. Yes, Frost, it was getting better, and then things were being changed over and over. I know we are a minority (right, Anti?) of people posting on these forums our disdain for the current state of the alpha, but when I see the same complaints being said about the game over and over for months on end, patch after patch…when are we supposed to believe that this game is getting better instead of worse? When are we actually taking a step towards that big picture that makes Dirty Bomb a success? In reality, are we just painting with the wrong palette and killing off all those “happy little trees” that were the foundation of this masterpiece?

All the things Valdez mentioned are absolutely true and if anyone can refute it then I’d like to see valid replies of how the maps are amazing or how the gameplay is exciting. Name an exciting moment in the game? Would it be on Waterloo when the attackers have planted a C4 and were able to camp upper to stop the trickle of spawning defenders from getting off a defuse? Or would it be the Defenders getting that last second defuse only to look at the clock and see that there’s 9 minutes left on Objective Mode.

What about on White Chapel? How about the excitement of the EV storming the gates of the last objective and having to carry the two milk jugs into the final data center? Is it exciting when your team is defending the final point cutting off the one real chokepoint, but somehow your team dies and they don’t have any chance of spawning before the wave of attackers walks in the objective? Seriously, how many times has this happened? I heard it ALL the time on voice or read it in chat: A team (or individual) felt so hampered and devastated because they knew that they died when their spawns didn’t match the enemies’ and both objectives were going to be walked in since after that the attackers were able to hold the defenders to their corner spawn on White Chapel’s finale.

Anyways, you also do have it right, Frost, that the game’s art style is great. I love what the art team has done and I only hope that the actual gameplay changes so that their work will be much more appreciated by a broader audience. It’s too bad the graphics don’t make the game.

[QUOTE=MrFunkyFunk;464496]Once in a while someone sends a S.O.S. on the forums, a lot of people agree and we hug it out.
It’s still true today as it was months ago so I can only agree, problem is that those issues haven’t really been adressed.

I’ve pretty much emptied my “tdm DB kills” gauge and I can’t find motivation to keep on participating as much as I used to when the core gameplay is so unsatisfying.
I’m not necessarily asking for past features but currently doing objs and killing enemies feels so unrewarding, it’s a dire problem.
I wish I could come up with solutions but some of those were rejected a long time ago. Hopefuly there are more inspired people out there that can.[/QUOTE]

I feel just about as defeated as you do MrFunkyFunk. I have literally avoided writing these wall of texts pouring out my opinions on the matters because I got “we’ll wait and see”'d one too many times. Too many times the excuse of “It’s just an alpha!” has been thrown around and honestly I think the game is well off as far as an alpha goes, but that’s just a fancy title at the end of the day. How far away is Dirty Bomb from beta, realistically? Do we expect the core gameplay to change that much from alpha to beta? Will the gameplay change so much that all of us will feel like we’re playing that team based, class objective FPS we signed up for? Or will it be a team deathmatch with no real coordination and instead people just shooting for high frags. Which also highlights that people are not worried about dying in this game due to the short respawns (especially objective mode) and lack of spawn waves for the team (I know, I know – objective mode is getting spawn waves as a test in the future – something we’ve requested for months).

Objectives get done because a team is too busy playing TDM. I see it over and over on Camden on the third objective (and now second objective sadly since there is so much cover). People are off trying to rack up kills away from the fight zone that someone sneaks in and plants or delivers. Then, everyone is too busy fragging to be bothered to go actually try to defuse or defend from further deliveries.

Inferno did say it best. I hope this is the last of these threads because the next “progress update” is going to say, “Hey, we’re taking a huge look at how we can make maps better…What are your ideas community? We’d like to listen to you.” We’re not a hive mind playing your game, we are gamers from all different backgrounds, games, and mentalities, yet so many of us (I mean, few of us, right, Anti?) have been saying the same thing for a long time.

And, I truly believe surveys are the worse way to garner how well the alpha is going. I know you’re trying to reach out to hear more people’s opinions, but I think people tend to be a little nice on surveys especially when the scale of dislike to agree is so broad. I was even nice on it, but when I heard how much weight was being given to the survey, I realize I made an error. I didn’t think that multiple choice would trump the paragraphs of text that have been written on the forums stating clear concise reasons why some things are good and others are bad.

Valdez laid it all out for you guys here. He’s a man of few words, unlike myself when it comes to writing, yet he hit the nail on the head. I guess at this point this is just me finally writing out my opinions on things (especially since I’ve even had people ask me to do this…). I don’t see the need of repeating myself any further, but I have one final request:

Please address the issues raised in Valdez’s original post.


(Evil-Doer) #22

Interesting, not the most positive thread on the forum and no “Dev Post” stamp on it.


(stealth6) #23

Give 'em a break, they’re at Gamescom, plus this isn’t exactly this first time these points have been raised.


(pulley) #24

lol never had as many reputations before for 1 post XD


(Evil-Doer) #25

Your right it isn’t the first time these points have been brought up, but wait, six, seven, and eight months later they are still brought up? How much of a break would you like?


(Rex) #26

Glad you wrote this down ImageOmega.

You might call the few of us “minority”, though I think you really underestimate how many actually share the same opinion and what for an impact we could have on new players.
Furthermore I have the feeling that here are a lot of players who are just afraid of being honest towards the feedback they give.

For me this game has more similarities with Brink than an ET game, like Frost already said. I do really hope SD you change your direction with DB.


(Kl3ppy) #27

can someone summarize Omegas Post? cba to read it but wanna know what he said :smiley:


(Anti) #28

Most of us who usually post responces here are away at Gamescom right now, with limited net access.

To the point of slow progress on some feedback points, yes, it has taken a while, that’s because it takes several years to make a game and some of you joined us only half way through that process.

A good example is weapon audio issues, we’ve wanted to fix this since it was raised but for various production reasons it has not yet been able to happen, that work is still planned though and will hopefully start soon.

Valdez’s points are good, I think we agree on many of them, some simply take a lot of practical time, or trial and error, to resolve. By exposing you folks to this stuff sooner than we ever have in the past we’re also exposing you to issues for longer than you’ve ever experienced with any other game. All I can tell you is that by release a good number of these will be addressed one way or another.

I can’t say much more than that as typing big forum posts with on finger on an ipad is really hard :slight_smile:


(zeroooo) #29

Absolutely agree valdez here!!!


(Samurai.) #30

I don’t often provide rep or compliment someone on a post round here especially when its such a wall of text, but ImageOmega really did hit the nail on the head with this post - my thoughts exactly.

We just want the core of the gameplay to be tackled directly, its so frustrating seeing update after update deteriorating the core gameplay while adding further gimmicks like “self revive” and “Martyrdom”… this trash is never needed but worst of all implementing it before movement and map development has been done! We just need someone in the office to shout “Everyone stop what you are doing, we have major flaws in the foundation of our game (the core gameplay) we need to focus all attention/time/resources on this before we continue with the rest”.

Just tackle the core aspects head on so we can stop writing these s.o.s posts about saving the game time and time again… how many times do we have to write it before any action is taken?? It’s like we are building with no foundations here adding layer upon layer of worthless stuff, it’s just a matter of time before it falls (release).


(Evil-Doer) #31

[QUOTE=Anti;464558]Most of us who usually post responces here are away at Gamescom right now, with limited net access.

To the point of slow progress on some feedback points, yes, it has taken a while, that’s because it takes several years to make a game and some of you joined us only half way through that process.

A good example is weapon audio issues, we’ve wanted to fix this since it was raised but for various production reasons it has not yet been able to happen, that work is still planned though and will hopefully start soon.

Valdez’s points are good, I think we agree on many of them, some simply take a lot of practical time, or trial and error, to resolve. By exposing you folks to this stuff sooner than we ever have in the past we’re also exposing you to issues for longer than you’ve ever experienced with any other game. All I can tell you is that by release a good number of these will be addressed one way or another.

I can’t say much more than that as typing big forum posts with on finger on an ipad is really hard :)[/QUOTE]

I truly appreciate a response, during your busy time at Gamescom. There is a lot of thought in the air that this game is getting close to Beta amongst the Alpha community. This could be triggering a mass amount of scared speculation.

If we are looking at another year to a year and a half, on actual release from Beta, I’d find a lot more serenity to know that fundamentals of game play will become more engaging and exciting than they are now. And of course weapon audio challenges.


(INF3RN0) #32

Martydom and self revive don’t ruin the game play honestly, and it sort of poisons the argument when people clump other things that aren’t truly the problem. A lot of things are disliked, but the amount of suggestions for improvement/replacement are hugely lacking. However I do agree they should be focusing most of their attention in the game play department on finalizing the core parts of the game first. I’d be happier with less game play features that are refined before making further expansion into other features. I don’t see that really effecting the other departments either that have to keep producing work because more loadouts, etc are really dependent on how the game plays at a basic level and can be taken off the shelf and implemented later on. If anything I’d like to see the core elements refined first, and then the meta game updates patched in bit by bit. After that point everything else is just icing on the cake.

The road map is helpful and gives insight, however it still leaves me scratching my head a lot of times. I’d like to have insight on SD’s views on certain aspects of the game and how they want them to work or why they think something won’t work. I want to make suggestions that expand and improve things rather than be ignored, so if there is something specifically preventing X game play feature from ever happening I’d like to know the reason. If I know that much I don’t have to keep repeating things and can move on to new suggestions for something. Maybe SD is afraid of getting into arguments with people who are convinced of exactly what they want down to the detail and never take no for an answer, but those who are more flexible are left in the dark and nothing happens. I think there’s a lot of people who just want the game to have a feeling of completeness and polish from the ground up, whatever that may be. Things like movement, maps, shooting, etc shouldn’t feel so disconnected, which is what I think everyone’s biggest complain is.


(Samurai.) #33

Well that’s subjective between us, but my point of mentioning this was that i would consider similar features to be introduced much later on in development as they are not crucial in any way to how the game play should flow. I have no expert knowledge of how to build a game, but it seems logical and common sense to nail the base features like map design, movement, weapon handling etc which are the key guidelines as to how the game will play out right at the very beginning before adding layers of “content” like those abilities.

But like Evil-Doer said, we need a better understanding of the time scale of production, if beta is approaching in the not so distant future then it’s worrying seeing these new abilities being introduced while the base features aren’t up to standard right now, as it sends the message that SD are okay with the state of them even if they keep typing to us that they will be addressed some time…


(Protekt1) #34

I think martydom and self revive do impact the game negatively. Do they ruin it? Probably not. Same could be said for a lot of things people hate in FPS games. Like auto-turrets don’t ruin the gameplay but they’re a big negative for a lot of people.


(INF3RN0) #35

They are very limited intuitively, but so are medpacks and lots of other things people don’t complain about. That’s just something to keep in mind. That said I am all for expanding on those things, but I’m only going to complain about it if it’s breaking the game play and not my taste buds.


(scre4m.) #36

[QUOTE=ImageOmega;464539] wall of text…

right, Anti?[/QUOTE]
Like a dev would read such a wall of text.
Pls make shorter posts if you want your words to be heard. sometimes one simply doesnt need 10000 words for a post. it’s no essay.


(.Chris.) #37

In an ideal world yeah this would be nice but in the real world what are you going to do with all the people working on others things whilst this happens? Pay them to twiddle their thumbs all day or send them home with no pay?


(.FROST.) #38

[QUOTE=Evil-Doer;464564]I truly appreciate a response, during your busy time at Gamescom. There is a lot of thought in the air that this game is getting close to Beta amongst the Alpha community. This could be triggering a mass amount of scared speculation.

If we are looking at another year to a year and a half, on actual release from Beta, I’d find a lot more serenity to know that fundamentals of game play will become more engaging and exciting than they are now. And of course weapon audio challenges.[/QUOTE]

#1 I very much appreciate this kind of community service as well.

#2 You summed it up quite well, what my(our?) actual fear is. If DB is going beta end of 2013 = the fear is thereB[/B]; if DB is going beta mid, or even end next year = absolutely no fear whatsoever; keep the crazy changes coming and the testing going.

B[/B]wich in return leads to chaotic “S.O.S-threads” and desperate wall of text replys* that even dwarf the Taipei 101 building.

*(with actually a lot of truth in them)


(Protekt1) #39

I think they want all types and forms of constructive feedback and my feedback is these things should go. Auto-turrets have nothing to do with skill. Same with mines imho. Martyrdom is only going to be annoying. What is the fun in that. Self-revive is going to lead to cheap antics. You kill someone, but their body ragdolls to a spot where you cannot finish them off so they revive with potentially more hp than you and yeah I find that to be a poor result. It is also very tedious to have to make sure every character you kill isn’t the self-reviver. You got a triple kill? The game says **** you as the medic gets up, kills you and revives the two other guys, all because gibbing takes a lot of bullets and you took a moment too long to reload and find that pesky medic amongst the fallen.

Self revive is probably the funnest of the bunch but still a big negative impact on gameplay imho should be cut.

Medpacks and ammo packs to me add to the gameplay and do not disproportionately cause a negative impact another player’s experience so I don’t see them as being something that should be cut. There are two things you have to consider when adding a feature in a MP game. How does it make the player feel and how does it make the victim feel. You must consider both angles. And honestly, several of those things are complained about even in CoD games. Especially martyrdom, claymores, and things that make you last beyond death like last stand. If it doesn’t work in casual games like CoD, it won’t work in DB.


(1-800-NOTHING) #40

i always get a bit disheartened by the apparent progress of the maps shown in the map loading screens.
don’t get me wrong; they’re beautiful, with lots of fun areas to fight in.

the problem, to me, is that for a lot of the maps/phases the fighting/objectives occur in the wrong places.
the resulting gameplay tends to become more about TDM-style map control, and less about objective-style pushes and holds.
the parts of the maps where the latter comes into play seem to have the objective area more segmented away, giving some much needed cover and breathing space for whoever controls -the objective- (whether it’s attackers or defenders).

also, the side-objectives are kind of a joke, imo.

sadly, i agree with the points* brought up by OP - though i don’t quite know what people mean when they say the map design is bad, which is why i made this post.

(*except for guns not feeling powerful. not that i think they feel right, but i think the other points are way more significant in terms of core gameplay.)