DIRTY BOMB UPDATE: Version 16895


(warbie) #161

He has a point. I started dabbling with CS, DoD, TFC etc, a few lans, scrims with friends etc, and when RTCW came out pubbing became frenzied competitive play. It wasn’t a conscious move - just the elements that made it so good lent themselves to organised scrims. Whether people were involved in that side of things or not, it was these strengths that made it interesting on a public server. Of course you can have popular games not suited to competitive play (CoD!), but I’ve yet to play the reverse, and especially when it comes to team based shooters.

The irony is that a popular competitive shooter above all needs a decent sized player base as a foundation, and the most popular fps are the most accessible, random and competitively unsuited fps. See pretty much every mp shooter going at the moment. A developer needs to make a choice really - go for the mass market and produce a bit cluster **** of a game that people can hop in and out of and start notching up kills and blowing stuff up, or make something more involved and with some more depth that just by it’s nature will likely work as a decent competitive game. I don’t think you can have both - see Brink and, at the moment, DB.


(tokamak) #162

The most successful Esports don’t have a separate league format. They play exactly the same thing everyone else plays.

Making separate league settings as a developer is basically admitting that the base game can’t function in expert hands. And if that’s the case then casual players have absolutely nothing to aspire to. They can’t even indulge in the fantasy that they may one day be a pro gamer as well.


(iwound) #163

My thoughts on this update.

Carryables
Well great idea (this is not sarcasm btw) to introduce a new rule over all the levels. This will give us a chance to try these in all the different situations and see which is nice and which is not. To those that moan, you have to try it this way sometimes, its the goldielocks rule, hot, cold, just right. no-one knows the exact way to do new things straight away. especially when trying completely new things.

Overall. The jug in the hand from a pov of seeing another player is great as you can clearly see who has it. Holding it is a different matter. Melee worked as in my right hand waved but unable to get close enough to someone to use. plus the jug then fills the screen. Having to put down to fight was not nice. picking up and dropping off is a more map specific issue see below somewhere.

LB-Carryables - First time i tried collecting datacores and completely forgot the new rules so ran over it and ran back to ev, it dawned on me " i have to fight" no more to run in and out <- good thing.
WC-Carryables - Again similar to LB, works reasonably well. better if cores were like goldrush both at the end. Last stage well i did ask for it. i think. and it works brilliantly. being able to see the carrier is much better and the transmit balances it as well.
Camden-Carryables - As this is the otherway round it doesnt work for me as i cant fight my way in as im carrying the jug plus i have to transmit.

Suggestion - Have the jug on the back like a back-pack (still clearly seen) and allow players to fight. we all like to be a ninja now and again but not in the middle of a fight.
Pick up should be quicker. whether in peace or under attack the awkwardness of a long f key press doesnt add anything. just long enough to stop people just running over it when in steal mode. And instead of a bar have a animation of your hand picking it up that your locked into maybe.

Mines

The self arming mines we have now are the same as QW final upgrade. And was only fun as a toss anywhere final rampage.
Regarding how easy they are to spot, not very which is good. Otherwise you just run round them. See new mines thread for moar.

Level changes
LB - stairs moved. not noticed any difference here.
WC - stairs was from last patch but works well. bank changes, the extra room is great but the the little holes are weird. not sure on how the defence enters here will need more testing.
WL- Great wooden block stops the spawn campers. the left walkway to the terminal has some changes which are ok but needs more testing. havnt seen it used much.

Female Engie
She is way too sexy. i keep looking at her she’s distracting. will there be a minger female soldier. lovely work.

Artillery

Nice improvements to sound especially. would like to see a fuller thicker cloud and horizontal effect. its rather too vertical atm and the smoke quickly moves up, id like to see a denser cloud not too high then fall down and disperse outward.

Shotguns
With the new dot this shotgun has been a revelation to me. i used to hate it but now im connecting with it and enjoying it. 1 shot kill is way too much though. i dont need to kill with 1 shot. i actually came across a medic had to change weapon, wrong one changed again to shottie fired and killed him. poor fella.

Health Rules
Works for me. Though id be interested to know how it would work without the auto regen with out packs. so as you had to rely on the medpacks alone.

Overall im enjoying the update, the game feels more enjoyable, fun and connected.


(SockDog) #164

You might want to let Carmack know.

source:- http://www.scribd.com/doc/14193/John-Carmack-Archive-plan-1999#page=44

Not going to argue whether the world is a better place for Carmack being wrong about getting rid of it, but it certainly was an unintentional feature.


(SockDog) #165

[QUOTE=iwound;431961]Suggestion - Have the jug on the back like a back-pack (still clearly seen) and allow players to fight. we all like to be a ninja now and again but not in the middle of a fight.
Pick up should be quicker. whether in peace or under attack the awkwardness of a long f key press doesnt add anything. just long enough to stop people just running over it when in steal mode. And instead of a bar have a animation of your hand picking it up that your locked into maybe.[/quote]

How about either standing still within a small radius or just staying within the small radius of the carryable to pick it up? It would stop the driveby pickups but avoid the reliance on the interact key.

As for carrying and using guns. What if you sling it over your shoulder and hold it with one arm. This means you could then use your sidearm one handed or if you use your primary the one handed use would impact recoil dramatically.

Health Rules
Works for me. Though id be interested to know how it would work without the auto regen with out packs. so as you had to rely on the medpacks alone.

I’d like to see this too. Maybe revert the player regen to only top up to 50%, if you’re at 52% it just stays there unless you get a medkit. That said, I believe Anti mentioned that the goal is to keep more players, between fights, at 100%. In principle that sounds great, it should mean more fights will be between players at the same health level and so more dependant on aim and teaming up.


(tokamak) #166

Slow down the carrier (If only slightly) but give him his secondary weapon. Best of both worlds and it gives the soldier something to excel at.


(warbie) #167

Nice idea. Giving the secondary would be worth a go.


(tokamak) #168

So you basically animate it like the carrier lifting the jug on a shoulder and then with his free hand he can still do stuff. You can even give him his class abilities back which would also create an interesting dynamic. A carrier that can heal himself or his team-mate or throw flash bangs or even air strikes and hb sensors would be very interesting.

But in return, slowing him down a bit really wouldn’t hurt. It would only increase the tension and the importance of the rest of the team cohesion. It needs to be a guarded escort rather than a lemming rush.


(Apples) #169

Was missing the drama on these forum, and it happened

popcorn


(nailzor) #170

Regarding carriables:

If an objective is dropped - enemy team can use it as bait, because the offense will need to stop to pick it up, then stop to deliver it. Taking precious time off the clock in a SW game.

From a casting perspective, be a bit interesting: “Here goes Here2Rage picking up the milk-jugs! <insert pause> Now they are delivering them! <insert pause>”:wink:

shrug


(tokamak) #171

Yes, I like that. Returning the payload isn’t always the best decision.


(INF3RN0) #172

[QUOTE=nailzor;431974]Regarding carriables:

If an objective is dropped - enemy team can use it as bait, because the offense will need to stop to pick it up, then stop to deliver it. Taking precious time off the clock in a SW game.

From a casting perspective, be a bit interesting: “Here goes Here2Rage picking up the milk-jugs! <insert pause> Now they are delivering them! <insert pause>”:wink:

shrug[/QUOTE]

Like I said this particular objective is done in a really weird manner. I recommend you check out ETtv casts on the carry objective maps. It was one of the more exciting ones (though pickup and return times were instant) the objective was very often left when dropped as a means of delaying the other team’s time; sometimes the tactic backfired. I think it’s more the layout of WC and LB cell objective that warranted this mechanic. If the objective layouts were made to function more like ETQW for example it wouldn’t be necessary. Maybe RTCW had the same type of layout? Specifically a pickup point and deliver point that were far enough apart that action happened at both places and in between.


(warbie) #173

One thing I liked in Lead and Gold is that you could throw the objective. I’d throw it over a wall for my mate to pick up, or you could pass it to a friend just before you died. Or when the **** hit the fan just throw it off a building into the open, or just some place that offered less advantage to the defending team. I’m not saying it’d work in DB, being seeing as we’re going all whacky and out there now …


(Ashog) #174

Update opinion:

Carriables: really enjoying the manual pickup and return of objective carriables. This adds to the tactical part of the game.
Not being able to shoot, at least with a secondary, is very bad imho. even though you can toss the carriable, it slows down the game and makes you a harmless lemming.

Engy mine girl - shotgun is ok, mines as such are ok but need to be made manually arming. An otional feature of sticky mines (attaching to vertical surfaces) or tripmines or “disarm minetrap by an engy if standing on a mine” perhaps could be considered for the future.

Medkits - I didn’ discover any problems with the new medkits. As a medic I was surviving quite the same way as before, so not disadvantaged in combat when tested to rambo. In fact, the medics became more useful - I saw a lot of pack tossing around, people asking more for health, medics were really helpful and active at healing yesterday.

Medic SMG is ok and I don’t feel any change.

Soldier - still is teh most dreaded class. It still requires extra dexterity and attention for any clas to kill a soldier - this is how it should be imho. However the MG gun hasn’t been changed, especially the terrible iron sights spread/recoil with it. The hipfire for soldier’s MG is okay as is, but IS fire is useless. Also like someone mentioned, why not making MG gun a primary weapon after spawning? Because the SMG doesn’t let soldier move quicker as for now?

Grenades - grenade physics and possibly damage is ok. But what ABSOLUTELY needs to be changed is the grenade damage blast radius or fall-off radius or splash damage radius - whatever you call it. It is just a joke like now. Pleeease, make it bigger! It was soooo frustrating after priming perfectly timed grenades and tossing them into the middle of 3 enemies standing within 1 meter from each other and not being able to kill any of them! It takes a perfectly primed grenade AND virtually touching with it the enemy before explosion so that this grenade can kill him. This is no fun. The blast radius increase will in no way increase the spamminess of grenades. I heard from several people that they stopped using their grenades because they are useless now - killing with guns is faster now. And pleeeeease, produce a placeholder sound for grenade timer already!!!

FPS - I feel like it got better after last patch.

Camden - it absolutely rox! We need more maps like this! More suggestions by people in the Camden thread.

Arty - explosions are really beautiful and nice now. Arty also can be used vs manpower (I wish the airstrike was as useful in the least). Saw many people tossing ammo around.

Can’t comment the map changes yet - need to play more on those (was playing camden mostly). But the Waterloo wall having been closed between def spawn and container 2 is a good thing, I guess. Decreases spawncamping and crossfires.
The WC chapel, is still not perfect I guess, although better. Somehow I feel Chris is right and perhaps the cells should be moved behind the chapel (if this is what he meant)?

Thanks and keep the good work up!


(Hundopercent) #175

[QUOTE=SockDog;431939]Oh dear, so you mean your team would have to actually kill the enemy rather than revive your crack shot player and pump him full of packs to continue dominating?

But your “bigger picture” is simply that, a picture of the past. ‘Change’, I know, retarded concept.

There’s plenty of feedback to suggest otherwise. The game just doesn’t seem to fit your model now, that doesn’t make it wrong or unworthy of exploration and more importantly iteration.

Sponge dealt with this quite nicely. I’d just add that classic fact about Q3 and strafe jumping originating as a bug. Hardly designed for comp play.

When you dismiss ideas solely based on them not matching your own then it speaks more of you than anyone else. Again, you seem content living in this narrow environment but you assume everyone wants to do the same or is speaking directly of it. I, for example, don’t give a cat’s twizzle about K/D, I play for fun and entertainment, win or lose my ideal game is one that is close, has a level of challenge to it and that is based on fair and balanced mechanics. So that doesn’t preclude competitive elements for me and during testing I can simply say whether something feels better for me. In this case, in granted a very small window of experience, I like that the healing portion of the game is being pushed away from the direct area of fighting. I’d at least like to see it tested longer and iterated a few times.[/QUOTE]

http://forums.warchest.com/showthread.php/35040-DB-and-SD-FPS-Success

I’m glad we agree.

H2O (RtCW) works. Your body needs it and functions best with it. When you start adding **** to it like high fructose corn syrup (chunky gameplay), carbs (excessive explosions), coloring (1HKs), etc. You die of cancer or diabetes (Brink.)

You don’t need to change a working formula. Hopefully, my amazing analogy has helped you understand my point.

I will end the argument, again, with I will make my suggestions for a potential GoTY title. You can make your suggestions for a potential dead game in 3 months, see Blacklight Retribution. The game had serious potential, one of the most fun games I’ve played since around 2005ish. The competitive community kept trying to guide them in the right direction and they decided to listen to people like you. They added a slew of 1HKs, and stun **** and the game literally died within a month because no one wants to play with that **** longer than a few hours for jokes.

I’m done posting on this thread and wasting my time. I will make sure to keep my posts more constructive in hopes that the developers will heed our advice and not a band of developer nut huggers.


(SockDog) #176

[QUOTE=strychzilla;432104]http://forums.warchest.com/showthread.php/35040-DB-and-SD-FPS-Success

I’m glad we agree.[/quote]

I’m not sure what that thread is trying to prove. The setup for W:ET was vastly different to that of the other games, ETQW particularly had issue with both distribution and after sale support, the game as a whole is from my experience as equally revered as W:ET is as far as SD’s history.

I also doubt those 4500 people are competitive gamers playing in competitions, they’re going to be the dirty morons you seem to think pub gamers are.

H2O (RtCW) works. Your body needs it and functions best with it. When you start adding **** to it like high fructose corn syrup (chunky gameplay), carbs (excessive explosions), coloring (1HKs), etc. You die of cancer or diabetes (Brink.)

You don’t need to change a working formula. Hopefully, my amazing analogy has helped you understand my point.

It’s a fair analogy. Of course you don’t necessarily have to add bad things to that glass of water. This is what SD seem intent on doing with DB, taking the water and adding carbonation, fruit concentrate, maybe some crushed ice for a healthy but tasty beverage. What you want is a plain glass of water and you expect everyone else to enjoy its plainness because water doesn’t kill you.

It’s not an easy recipe, I don’t envy SD who ultimately have to weigh up a lot more than what gamers demand they want against what they want to make and also make it profitable. Again, this is where we differ, your perspective is narrow, it’s a glass of water, you’ve drunk it, not died and so that’s all you can see, you’re not just in the box you’ve closed the lid and buried it under 10ft of concrete.

I will end the argument, again, with I will make my suggestions for a potential GoTY title. You can make your suggestions for a potential dead game in 3 months, see Blacklight Retribution. The game had serious potential, one of the most fun games I’ve played since around 2005ish. The competitive community kept trying to guide them in the right direction and they decided to listen to people like you. They added a slew of 1HKs, and stun **** and the game literally died within a month because no one wants to play with that **** longer than a few hours for jokes.

If your opinion is that full on derp kills a game then you really need to sign out and go take up wood carving or something. CoD clearly shows the mechanics you hate are perfectly capable of producing a successful game, even something like TF2 pulls a huge number of players and isn’t anywhere near what you prescribe is as essential components for a successful game.

So maybe you’re getting caught by that blinkered view again. Maybe Blacklight lost its playerbase because the game was just pretty meh, that the F2P model sucked, that there are 100’s of F2P games competing against each other and it offered nothing to differentiate itself and gain mass appeal. Hard to tell but I’m not totally sold that people quit because of 1HK especially when CoD continues to show that this is a very popular requirement for many gamers.

I’m going to be interested in seeing where Shootmania goes, that certainly seems to be a very serious attempt at making a competitive focused FPS. Yet, as per my experience, I wonder if the competitive community will unrealistically nit pick over it because it’s not everything to everyone.

I’m done posting on this thread and wasting my time. I will make sure to keep my posts more constructive in hopes that the developers will heed our advice and not a band of developer nut huggers.

I’m sure SD are going to welcome feedback that goes beyond, “Do it like W:ET” or is just an all out tantrum. I also have no doubt that they won’t be bullied by any single segment of their target audience. Just be aware that your opinion is as valid as anyone elses but not greater.


(Valdez) #177

Let him know exactly what?


(INF3RN0) #178

Please do. Aggressively attacking players attempts to have brain storm discussions, raging about alpha indirectly at the devs, and using “I know best because I played in 2000” are not going to make anyone want to listen to what you have to say. Playing RTCW in 2000 does not give anyone a higher intelligence or know say. No one is nut hugging here, just trying to have an open minded alpha test bro. Chillax and tbag us all in game if that’s what you gotta do, until then alpha test it up and formulate your ideas/discussions here without bursting a blood vessel.


(acQu) #179

As i preceive it, the medic pack change is for making self-healing not as profitable as medic, especially running away and self-healing comes to mind and i think this is the main reason why it was changed, right ?

However i do not like the change taking effect like it does now, but the main idea is quite brilliant actually.

My problems with it: i do not feel instantly rewarded and the amount of healing is uncertain over time. I want to have certainty to what my effects are on other teammates when i heal them.

So this is my trying to write a patch keeping the idea and developing it further, while still keeping good old med pack mechanic W:ET style. Here is what i would do:

[ul]
[li]revert the health pack change from this patch to pre-patch[/li][li]give the medic a self-injector at hand which is healing over time (equivalent to current med pack mechanic, but only applied to yourself as medic) [/li][li]decrease the amount of health given by each pack to the same as W:ET and medics can’t pick up their own health packs (this is similar to a doctor not being able to operate on himself, but on others, but he can still take medicine of some sort)[/li][/ul]

Also i am not quite elaborate yet what i think of all the automatisms, but i oppose these too. Maybe i find some good words to describe my feeling about all these automatisms and why i like being multistage entertained of some sort.


(BMXer) #180

I personally think the new med pack mechanic will just change how medics use them on themselves… and not in a good way. Instead of playing smart, thinking ahead and throwing packs on the floor before the fight, medics will just start dropping packs in their path of retreat. Once the fight starts rather than fighting it out and strafing over the med packs strategically, they will just back over their packs while they retreat to wait for the regen.
I feel like this mechanic encourages passive, +back, hide and wait kinda play. Forces people to chase and fights end up being about managing regen and reload rather than aim, dodging and positioning.

But with the wonky strafe thing going on in DB, its hard to tell. Is it just me or is aiming in general seemed to be nerfed in DB?