@MuddyGrenade said:
@Aerodrome said:
@spanax said:
db IS stopwatch. This, plus the previous two editions were centered around this game mode. Whilst you enjoy objective, some people surely loved execution and some the minimum level servers… it is all getting chipped away by a mastermind that enjoys dedicating years to certain features that get totally erased after.
No!
Most happy mode is OBJECTIVE. New players learn how to win and then come maybe to STOPWATCH. Its second mode (~competition). More toxic mode.
Its easy.
- Remove this Stopwatch servers forever and all be happy with ranked + more players for your games everyday
- All happy and here no problems for OBJective MOde and “Competion”
- Advanced players dont care about this STOOPWAtch anyway. Only coming for practice.
“STOOPWATCH” I CAN’T HAHAHAHAHAHA
I also love his completely delusional thinking that “Advanced Players” don’t care about Stopwatch. Heck more of the actual “Advanced Players” care about Stopwatch more than Objective mode in reality, they’re the few remaining players who used to run the tourney circuit from D.B. Nation (aka D.B.N.) and long-standing Veterans; heck some of the Founder players still lurk around and I can’t think of too many who prefer Objective mode, unless they can only squeeze in a quick game at the times they play. This game was designed around Stopwatch, Dirty Bomb was balanced around it and a 5v5 FF/Team Collision format with a One-Merc Limit rule in place; meaning No Duplicate Mercs, with Medics taking up two spaces at most in a 5-man Team Composition while still being constrained by the No Duplicate Mercs rule (only a single Aura, Phoenix, Sawbonez, etc.).
This game is greatly imbalanced whenever Merc Stacking can occur, and that is an issue of consistency on Splash Damage’s part; they run the Public Test Servers (aka P.T.S.) with the 5v5 FF/Team Collision Stopwatch format and One-Merc Limit D.B.N. used for their tourneys and PUGs, which is what the current roster is balanced both specifically for and within. Objective mode is good for quick games and the more Casual Players since it allows for quickly joined games in potentially fast succession, that doesn’t make it the best game mode; it’s just one of those modes that has its place in Dirty Bomb, as much as Stopwatch does, as not everyone likes the competitive side of the game.
Objective mode spawn timers are purposefully desync’d to allow for team momentum to quickly end the match if it is sufficient enough, whereas Stopwatch keeps the timers synchronized to allow for it to carry slightly less emphasis on the outcome; this allows for a more balanced competitive setting, as it is possible to turn the situation around and halt the momentum behind the oncoming push. Due to this setup it is very clear what each mode is geared towards appealing to; with Objective mode designed to appeal to the Casual Players who prefer a fast and quick match with no obligation to remain for multiple rounds, whereas Stopwatch consequentially is designed to appeal to the Competitive Players who will typically have no qualms putting in the extra time and effort into each match.
The gripes come from the inconsistency and poor communication of the targeted demographics, leading to Casual Players joining into a mode clearly not targeted towards them and having a poor experience as a result. Then there are those who transition from Objective mode into Stopwatch because they want to get into the Competitive scene; they also suffer from a lack of well communicated differences in how the modes function, thus leading to a form of cognitive dissonance as it handles in a way that goes completely against how they were trained to think the game functions by Objective mode.
The inconsistency can be both a good and bad thing in this case, as poor communication of the differences in modes has shown us; if handled and communicated properly it grants the developers greater flexibility via a way to appeal to both sides of the playerbase by having modes geared towards each side respectively. Splash Damage has, however, clearly failed in communicating this and should be called out on it; that doesn’t mean the modes should be removed but that they should work on making the differences very clear to any new players who come into the game in the future. If they plan to “save this game” this is one of the many things they need to address before the 1.0 launch and marketing occurs; otherwise it will be yet another fruitless venture on their part.