[QUOTE=Anti;440294]This kind of post is good, I like it, we can discuss this 
We’ve read all of those threads (for better or for worse). What are we doing about the games movement, damage, spread and spawn times in relation to what has been discussed there? Well:
[ul]
[li]We want to make movement more skilled, fun and in depth, but maybe not quite to the extent some of you would like. We’d like to try a few things to do this (crouch jumping, maybe more adjusting to, or removing of acceleration, plus some other stuff). Some of these will take a lot of time because of how the game works, some are lower priority than finishing some other features, some will only happen after other tweaks are tested. I can’t tell you when you’re likely to see them in a patch, but I’d say we’re not done looking at movement. [/li]
It’s almost certain at this point that we won’t add strafe jumping, and we don’t want ‘dancing’ to be so effective that it alienates players (very few games have ever had this mechanic). If we were building a slightly different type of shooter we’d probably look at these mechanics as well, but we don’t feel it’ll work for DB or its business model.
[li]As for damage and spread, as stated in another thread yesterday we’re decreasing spread and creep for next patch, after we test that we’ll also look a little bit at hit boxes. This is an area of the game that will take lots of iteration and will carry on being iterated upon for…well, forever :)[/li]
We’re headed roughly to where you guys want us to be in this regard though, multi-kills should be possible etc but we might not go quite as far as say RTCW. We’ll have to see where we end up closer to open beta.
[li]Spawn times, like weapon behavior will be adjusted over and over between now and release. Our current feeling is Objective mode is OK for what we want it to be, although we do still discuss it. It’s not a burning issue for us right now though so other things have our focus. In Stopwatch I think we’re happy with how waves work, but we’re not sure about wave times yet, we need to do a lot more tweaking of them to get stats data to prove how they are fairing. I imagine wave times will get longer, I don’t think we’ll get quite as high as the 30 seconds that is often suggested (right now they’re all at 15 seconds and there are bugs that still set some to 0), but I can’t see them staying at 15 seconds either. We’ll see how it goes.[/li][/ul]
I hope that clears up the specific questions you asked. There are some other things I’d like to point out though whilst we’re at it, that might give you some context as to why the game is as it is right now:
[ul]
[li]The game is far from finished, please don’t consider what we have now to be the core of the final game, we’re still in alpha.[/li]
[li]The game will be far bigger than what you see right now, we still have to work on a lot of core systems and features, this is why some iterative changes that require more code work (like crouch jumping) are very slow to come about as we have other things we have to do first. We’re only a small dev team :)[/li]
[li]We’re not making a sequel to ET, ETQW or Brink, or the second coming of RTCW
:)[/li]
[li]We are making a game that is in the spirit of ET and elements of ETQW, that is still our goal. However it’s very important to the game’s success that some of the ‘edges’ of those games are softened to make the game easier to acclimatize to for a lot of the current generation of FPS players, and so that it works for the Free-to-play business model. We believe faster and more skilled, with a need for team work, makes for the the most fun in PC FPS games, that is where we want to go. Bringing people with us, to that realization, is a tough challenge though.[/li][/ul]
Despite what some of you folks like to say there isn’t the 100% clear consensus between the alpha community about what the game should be. There are camps that each have their own immovable opinions, then there are plenty of folks who have opinions that straddle the many camps, so we have to be careful how far we go in each direction. That also affects the rate of change to some extent.
We plan to do a few things in the near future to get feedback from you folks in a slightly different way, that’ll be something else we can add to the feedback we get from forums, demos and stats to help us judge how the bulk of the community feel about the game’s direction. We can then use that clearer picture to help us plan our work and continue our iteration of that direction.[/QUOTE]
Anti, one of the main reasons why people get so excited when they see PC only is because they think that means no dumbed down movement. All these new school fps games are made for multi-platform, they cant have any advanced movement due to the inferior controls they are playing on. THIS IS A PC ONLY GAME. Please make it feel like a PC game not a console game. When I say it feels consolish I am talking about the strafe acceleration, the backpedal speed, the fact that every action takes you out of sprint and just the movement in general feeling very bland. You will alienate way more people by not putting in non-restrictive movement than you will if you have restrictive movement. Remember THIS IS A PC ONLY GAME.
Here is a quote from your London Bridge Gameplay video, it has the most thumbs up by far of any post. z0rpan2 “This game is garbage unless they give it some arcade type speed like wolf et and rtcw had. If your goal is to make a PC Shooter, then stop limiting it with console movement restrictions”