DB = Diced Beef


(Kendle) #1

Not sure if it’s just me but I’m struggling to play DB at the moment, but now for different reasons than I had before (weak guns, lacklustre movement). I actually like the gun play now (although I know that puts me at odds with a lot of people around here), but as a result of no longer being bogged down with those concerns I’m now noticing other aspects of the game I don’t like.

The main problem I have is the meat-grinder / lemming rush aspect of the game, hence the thread title, DB is just one big meat grinder most of the time.

Some maps are worse than others of course, but for the most part a DB game involves rushing to an objective, and dying, a lot. And repeating this process over and over until, usually by pure luck, the “whatever it is” gets done and the game moves on to the next meat grinder.

Some of the contributing factors to this, IMO, are :-

  1. Defence spawn times are too short.

Generally to achieve an objective the attacking team needs to take control of an area and hold it until something happens (the EV is repaired, a C4 plant explodes, etc.). This is difficult to do when defenders re-appear too often. Getting the EV started on LB / WC for example usually takes several attempts, with each Engie who makes it to the EV getting a few percent done each time until eventually it’s on it’s way. This just seems to happen by luck, or over time, with no real sense of achievement on the part of the attacking team.

I suggest looking at the timings and travel distances. Travel distance should be shorter for Defence (so they can get there and get set up first initially), but their spawn time should be longer, so that if an attacker and defender both die at the objective the attacker actually gets back there sooner.

  1. C4 takes too long to plant, too long to explode, and defending Engies can defuse too quickly.

Getting a C4 down and blowing something is particularly difficult sometimes because defence can re-spawn twice in the time it takes a charge to explode. Compare this with RTCW / ET for example, dynamite took 30 seconds to explode and defence took 30 seconds to re-spawn (usually), so they only got 1 chance to stop it. In DB you have to defend a plant against 2 waves of defenders. Again, when a C4 does get planted and explodes it’s usually pure luck and / or because the defenders were off playing TDM Medic wars somewhere else.

I suggest looking at the various timings. Reduce the time to arm, increase the time to disarm (it seems to me Engies can defuse quicker than Soldiers can arm), and the time to explode should be reduced or spawn times increased so they’re about the same.

  1. Carry stages are usually away from or towards each team’s spawn.

The result of this is it’s a meat grinder either at the collection point (LB) or delivery point (CL). The defence can only stop a carry objective by stopping it AT the collection point, or AT the delivery point. The route, and distance, are irrelevant.

The routes to carry something should be perpendicular to both spawns. This would make the route taken much more important, and defence would have a real chance to salvage the situation by intercepting the carrier.

As it stands most stages consist of the defence setting up a meat grinder at the objective, and attack lemming rushing it until eventually, by luck or accident, it gets done. The game just feels like you’re banging your head against the wall most of the time, and it becomes very repetitive (and therefore boring), very quickly.

I’ve only been here a couple of months and I’m bored and frustrated already, and I’m usually someone who’ll stick with something for a good while, often to the exclusion of all else. At this rate I’m not sure I’ll still be here come beta, let alone final release.


(Raviolay) #2

With regards to the defenders if gibbing was removed for attackers (defenders still can), and defenders could only respawn when half their team is DBNO when playing defense. With the respawn timer only starting from last DBNO when they drop below 50% active defenders, with a long respawn timer for the DBNO. To alleviate some of the annoyance of being on defenders give them, I don’t know say three personnel force respawns per objective while on defense?


(Stumperd) #3

I know exactly how you feel, I barrely play this game anymore too. I have payed 120$ to support this game and to test it early, but after a few weeks I allready started playing less and less each day. At the moment, I play maybe one map a week or something? Actually most of the times I don’t even finish the map because I get bored before the map ends. I don’t really know why I stopped playing so quick, because I really like the idea of Dirty Bomb and I have played and loved Wolf:ET for 3 years or something. But it just isn’t that much fun for me compared to others games I can play right now. I always thought it’s because I like competitive the most, and I can only play public on DB so I decided to wait for closed/open beta or whenever the ranked system will get implemented.

But after reading this, and I agree with litteraly everything you said. I think the factors you mentioned might be the reason I don’t play DB, and not only the lack of competitive play atm.


(Humate) #4

Extended spawn times:

The issue with extended spawn times, is that the average ttk is too quick compared to the potential time a player can sit in the respawn queue.
These two aspects need to be balanced, so that spawn times become palatable to players that have never experienced them.
Note that the actual TTK can be left as is, thats not an issue :wink:


(tokamak) #5

It’s a meatgrinder because the high mobile accuracy makes running around like an idiot the only valid way to play. You can’t exert control over space in the same way as you can in ETQW because the ironsights are worthless.

More stances need to have their own specialistic strength. This stops the rushing from being the only solution to anything.


(acQu) #6

Small and linear maps, no true alternate routes to spread gameplay, objectives all in one place => imo that is the real meatgrinder. It has to be like that, because your are latently forced to follow the linear paths and an increase in playercount doesn’t really turn out well with the small maps (makes it really more noticable).

Maybe this will help to not think it’s repetetive:

//youtu.be/JLvxWNxymNc

There can be good things repetetive :slight_smile:


(SockDog) #7

I’m still searching for a reason why DB isn’t pulling me back for more games. Partly there is the practical side that the playerbase isn’t active (yes, I’m not helping there) and there is a skill thing going on that can make games distasteful. Yet on the game side I’m partially with the meat grinder definition but I’m not totally sold on whether that is the fault of the design or simply that the game type doesn’t appeal as much as it used to. Have players moved onto other things since RTCW/W:ET/ETQW and no longer get that kick? I know I’ve played a lot of L4D since ETQW and that’s really skewed my expectation of multiplayer experience.

I really hope there is going to be another mode for beta testing, something with a bit more teeth than TDM, something that will allow people to play and shoot the same way but under different circumstances so we can draw a direct comparison.


(Rex) #8

I totally understand you concerns as some gameplay mechanics don’t work yet as they should do. You did the right step by posting what you don’t like and how to change it.
Let me agree and disagree now:

[QUOTE=Kendle;443577]1. Defence spawn times are too short.

Generally to achieve an objective the attacking team needs to take control of an area and hold it until something happens (the EV is repaired, a C4 plant explodes, etc.). This is difficult to do when defenders re-appear too often. Getting the EV started on LB / WC for example usually takes several attempts, with each Engie who makes it to the EV getting a few percent done each time until eventually it’s on it’s way. This just seems to happen by luck, or over time, with no real sense of achievement on the part of the attacking team.

I suggest looking at the timings and travel distances. Travel distance should be shorter for Defence (so they can get there and get set up first initially), but their spawn time should be longer, so that if an attacker and defender both die at the objective the attacker actually gets back there sooner. [/QUOTE]

Totally agree with the shorter spawn distance but longer spawn times in return for the defenders. In gerneral we really do need the respawn timer better wave times, especially on Camden where it seems that defenders got always almost zero spawn at some points.

[QUOTE=Kendle;443577]2. C4 takes too long to plant, too long to explode, and defending Engies can defuse too quickly.

Getting a C4 down and blowing something is particularly difficult sometimes because defence can re-spawn twice in the time it takes a charge to explode. Compare this with RTCW / ET for example, dynamite took 30 seconds to explode and defence took 30 seconds to re-spawn (usually), so they only got 1 chance to stop it. In DB you have to defend a plant against 2 waves of defenders. Again, when a C4 does get planted and explodes it’s usually pure luck and / or because the defenders were off playing TDM Medic wars somewhere else.

I suggest looking at the various timings. Reduce the time to arm, increase the time to disarm (it seems to me Engies can defuse quicker than Soldiers can arm), and the time to explode should be reduced or spawn times increased so they’re about the same.[/QUOTE]

I agree with the planting time, could be reduced a little bit, but like I said in another thread already the worst thing is the getting stuck in the planting animation. I dislike everything which takes your control away.
First you can’t react fast enough when suddenly an enemy pops up and you can’t arm together which would encourage teamplay even more.
Also the ability to plant the C4 everywhere would be a great fun factor.

For me the time it takes to explode is rather too short (30secs right?). Well it all comes down to the spawn times of course, but I prefer the way QW did it. In most situation you always had the chance to play a retake, as you had 2 chances to defuse if the times were okay of course (C4 time was 40secs). That was always an interesting tactical part of the game for me, because you had to decide if you go for the retake and probably risk the next obj, or if you retreat and set up your defence for the next one. You also could experience those epic 1secs left defuses, whereas with one defuse chance you can write gg immediately after your engi died.

[QUOTE=Kendle;443577]3. Carry stages are usually away from or towards each team’s spawn.

The result of this is it’s a meat grinder either at the collection point (LB) or delivery point (CL). The defence can only stop a carry objective by stopping it AT the collection point, or AT the delivery point. The route, and distance, are irrelevant.

The routes to carry something should be perpendicular to both spawns. This would make the route taken much more important, and defence would have a real chance to salvage the situation by intercepting the carrier.

As it stands most stages consist of the defence setting up a meat grinder at the objective, and attack lemming rushing it until eventually, by luck or accident, it gets done. The game just feels like you’re banging your head against the wall most of the time, and it becomes very repetitive (and therefore boring), very quickly.[/QUOTE]

Yep, yep yep. The problem is the map design here. As you said the defenders have almost no chance to get the carry obj back if it’s once taken. The attackers just rush outside main (on LB), as soon as they reached the outside it’s already delivered. There won’t be one sneaky ninja guy who pops up the last second before delivering, so it’s kinda save when they carrier made it out of the ‘meat grind’. You don’t have to think about routes to take or wait for your team to support you, you just run outside like a headless chicken as it got the highest chance to get the obj done.


(Kendle) #9

That’s true, but I just feel the attacking team has too much to do here.

  1. Fight your way to the plant area and plant the C4.
  2. Defend the plant against the next wave of defenders.
  3. Defend the plant again against a 2nd wave of defenders.

In RTCW (and ET) it felt like there was a 50/50 chance of the defending team getting a defuse, depending on when the plant went down relative to the spawn times and the quality of the teams of course. In DB it feels like the defenders are almost guaranteed to get a defuse, sometimes several, before Lady Luck swings the other way and a plant finally makes it to the end of the timer.

One map where this can be mitigated via map design is Waterloo, where you can take the forward spawn, force defence behind the wall, then defending the plant becomes much more viable. If Camden and other maps had a similar mechanic it would help a great deal in this respect, and for other objectives I suspect. So add lack of capture-able forward spawns as another element conspicuous by their absence.


(Rex) #10

I still don’t know why they aren’t implemented in DB (except waterloo). Wondered a lot about CW as this would be the perfect map for captureable spawnpoints due to the big map size. Haven’t received an explanation from SD yet.

[QUOTE=Kendle;443596]That’s true, but I just feel the attacking team has too much to do here.

  1. Fight your way to the plant area and plant the C4.
  2. Defend the plant against the next wave of defenders.
  3. Defend the plant again against a 2nd wave of defenders.
    [/QUOTE]

Sometimes yes, but the order is wrong. It’s rather:

  1. Kill the defenders around the obj area
  2. Plant the C4
  3. Defend the C4

(acQu) #11

I think similarly. There are really good alternative games out there and that really has raised the level of expectation.

Having mutliple mods inside the game would be cool. Just something like “Prototype 1”, “Prototype 2”, etc … with different design philosophies and us alphas testing. Modes are also cool, this just reminded me of how cool it would actually be to test DB with a trickjump gamedesign and have different approaches to the game design with each prototype. Not going to happen, i know, but would be awesome to be able to really venture something and take out the full potential of an alpha testing phase. Would be a whole new approach though, lots of work and very test-driven game development :slight_smile:


(Humate) #12
  1. Kill the defenders around the obj area
  2. Plant the C4
  3. Defend the C4

If done properly, the attacking team should only be dealing with 1 defuse push at most.
So yeh spot on.


(potty200) #13
  1. Defence spawn times are too short.

People been saying this for a while now. They have introduced spawn waves but it still feels awful. Having a Spawn timer next to the mission time is a MUST for me. Having FIXED spawn times would also be awesome. 30 for defence and 20 for attack. This way you can’t run around like a moron on defence rambo’ing out at stupid points of the map because you might be on full spawn. Attackers to have a slightly shorter spawn to enable co-ordinated pushes from the defending teams. I am not just talking about matches btw, I am talking publics too. Way to many random pushes from the defending team causing the attackers to not finish the map yet again!


(BomBaKlaK) #14

having a spawnwave in attack can be cool to !

For me spawnwaves is the “BIG ISSUE” in this game.
We need timers and we can adjust them in each spawnpoint and that help a lot for balance.
Remember wolf ET the timer was about 30, 20 or 15 if needed. right now spawntime just unbalance the game and there is no penalty to be killed, the way to obj is really short.
That’s just a massive and continuously lemming rush, that’s why spawnwaves with a timer is really needed both sides to balance each map.


(prophett) #15

The old formula worked well and I would love it to be implemented/tested in Dirty Bomb. Having a spawn timer next to the mission time would be a great, appropriate (“30s”) defensive spawns that penalize players who choose to be aggressive at the wrong time. Right now it feels chaotic and unorganized. As potty said, way too many random pushes from defenders because there is no penalty for doing it.


(BomBaKlaK) #16

we are about 90% of the player base asking for spawnwaves so ! what do we do ?


(rand0m) #17

Spawn waves needs to be implented ala enemy terriroty and RTCW. The whole spawn whenever is kinda pointless because people are just gonna rush alone rather then as a team. When you die there should be a spawn limbo that you need to wait for the next spawn wave to attack. This could help the problem a bit with the meat grinder issue.

I dont know if its a problem with not knowing how to code this into unreal 3 engine, but it NEEDS to be figured out. Spawn waves are the only thing that are going to help some of these issues.


(MrFunkyFunk) #18

I agree with a lot of the concerns raised.
I’ll add my opinion that it currently reinforces the impression that most maps feel too claustrophobic and desesperatly lack any additional forward spawns, side routes and side objectives etc

In my mind, for pub gameplay, the current spawn timers and lack of waves, can only be pictured as a funnel (maps) leading into a big spam meat grinder (spawns). It’s awful, frustrating and not motivating to play.


(rand0m) #19

[QUOTE=MrFunkyFunk;443639]I agree with a lot of the concerns raised.
I’ll add my opinion that it currently reinforces the impression that most maps feel too claustrophobic and desesperatly lack any additional forward spawns, side routes and side objectives etc

In my mind, for pub gameplay, the current spawn timers and lack of waves, can only be pictured as a funnel (maps) leading into a big spam meat grinder (spawns). It’s awful, frustrating and not motivating to play.[/QUOTE]

+1

Oh and the fact that I can only play at 10am-2pm EST because of the lack of american players. Oh and that I only get to play with 100+ ping.


(rand0m) #20

These are not spawn waves. These are spawn timers.