Dev Stream Wrapup(30Aug16)


(aminuseternal) #1

Guests: massE,level designer. The White Lycan, Senior artist

This stream was focused on what comes next in the summer squash
there are two confirmed bug fix updates, and then a final update improving all of the maps.(unknown date)

Increasing performance:
Looking at OOB(out of bounds), lighting, post-processing filters, and filtering assets to ensure that they are appearing on the right modes. This will improve performance, as well as making the colours more vibrant.

Stitching: Taking a bunch of objects in the map and make it into one, ex: CDA barrels stacked on top of one another to reduce the amount of draw-calls. (Draw-call: To draw an object on the screen, the engine has to issue a draw call to the graphics API (e.g. OpenGL or Direct3D). Draw calls are often expensive, with the graphics API doing significant work for every draw call, causing performance overhead on the CPU side.)

Unnecessary little gaps or cracks that can hide HB sensors, mines, other projectiles, and objects inside making them indestructible will be part of the map pass.

Trainyard: Some performance improvements, and several balance changes for the attackers side. Less of complete loss of progress on attacks, more about slowing down enemy team rather than choking them out.

Encouraging players to play for secondary objs as much as primary ones, CDA theme to denote the importance of the secondary obj area, yellow sign aove the generator can be used as a target for lazers or airstrikes. This is to encourage destroying generators through damage rather than c4.

More toilets in the future. And showers. Filling the space, and reducing bland and generic spaces like the execution maps. Removed the shelf with boxes due to inconsistency depending on settings, and aimed to replace it with solid cover.
Attacker spawn point moved forward, and both delivery points are on the same side of the container.
(both facing attacker side.)

Also to make an area where mercs can scrub eachother down so get on them fanfics bois :wink:















Link to upcoming balance changes: http://forums.dirtybomb.nexon.net/discussion/32120/summer-squash-part-ii-upcoming-balance-changes#latest

Link to vod: https://www.twitch.tv/dirtybomb/v/86610525

Sorry for the crap formatting.
As always, feel free to add anything I missed ^^


(Dysfnal) #2

I like these changes for the most part


(Madonna_) #3

These updates makes me want to put the game back on highest graphic, but i also want more fps too


(ImSploosh) #4

It looks like they’re going to mess up the maps rather than fix what needs to be fixed. One of the first things I noticed is that they covered up the window on Trainyard, the first objective, building in front of the secondary objective gate. Rather than blocking off more lines of sights/eliminating various spots/routes; take a different approach and add more?

I understand how this window can be seen as an advantage for defenders, but there’s nothing wrong with it. How about add something more to the attackers? More cover or a new route?

I don’t know about everyone else, but I miss maps on older games where there weren’t so many invisible walls, awkwardly placed objects to stop you from getting atop a simple area, or such linear paths. This is all my opinion though. I just feel like a lot of games from the past did something right with their maps. In Dirty Bomb, I think that the movement should be taken into consideration as they did with Dome and Dockyard- add more jumps/routes to utilize the parkour element. :#

EDIT: Other than that, I hope they truly do work on fixing the problematic bugs and the deteriorating performance. With the recent updates, something’s obviously changed and not only has my FPS lowered, I’ve been getting FPS drops here and there on maps. Lots of stuttering and strange lag.


(bontsa) #5

I can’t even express with words how happy I was to hear this question of mine answered in stream. These have been bugging me for slightly over a year now, they are ridiculously annoying and are a huge part of that inconsistent feel that least I get all over the maps. This alongside with fixing of the invisible walls and edges stopping flow of movement here and there.

Not only they make counterplay against these things harder, it also makes i.e. bouncing nades and such from surfaces wonky and inconsistent, not to mention calling down strikes/laser.


(Eox) #6

Trainyard is definitely defender sided. I can’t say that I am unhappy with the changes shown so far. I need to experience them before having a real opinion though.


(watsyurdeal) #7

Well they got rid of a lot of key sightlines, like that window by the ammo box for example. But I feel like Eox atm, I won’t know till I give it a go.


(TheStrangerous) #8

TAKING A BREAK XP CONFIRMED!

PEEING +100XP
POOPING +500XP
SHOWER +1000XP
FArT +50XP


(aminuseternal) #9

@TheStrangerous bonus 10000 XP for sticking together in the shower


(Eox) #10

[quote=“TheStrangerous;202056”]TAKING A BREAK XP CONFIRMED!

PEEING +100XP
POOPING +500XP
SHOWER +1000XP
@$!# +50XP[/quote]

Notice how much xp is awarded for showering. It’s like the biggest objective ever.


(TheStrangerous) #11

Oh, I almost forgot:

Secondary objectives:
Pipe cleaning, brushing teeth, wiping floor, cleaning toilet bowl, repairing toilet bowl.

We need Turtle fast, this bathroom is too big for 3 engineers we have. Turtle would be useful for pipe cleaning, cause he’s a turtle.

And one more thing:
[spoiler]
Planting C4 in the toilet bowl as a prank.


(watsyurdeal) #12

[quote=“Eox;202061”][quote=“TheStrangerous;202056”]TAKING A BREAK XP CONFIRMED!

PEEING +100XP
POOPING +500XP
SHOWER +1000XP
@$!# +50XP[/quote]

Notice how much xp is awarded for showering. It’s like the biggest objective ever.[/quote]

What about brushing my teeth? Cleaning my ears?

HYGIENE +500XP


(TheStrangerous) #13

And new gameplay element added:

NEEDS

http://vignette2.wikia.nocookie.net/sims/images/1/18/Motives.JPG/revision/latest?cb=20120803030201

The longer you withdrawal, the more XP you gain during the refill.


(B_Montiel) #14

I already forecast many goldeneye 64 fashion mines in those toilets.


(SnakekillerX) #15

That got off topic pretty fast… lol

I’m interested to check out some of these changes. I’m sure I’ll be conflicted over some of them simply because I’m used to how it is currently… same like with the updates to the Execution maps.

I’m glad they are trying out some changes though, always a little room for improvement.


(TheStrangerous) #16

Agent 47 would be proud