DIRTY BOMB UPDATE: Version 17963


(OwNLY) #61

Any information on when we get some customizable crosshairs?

These right now are just awful and dont work for me…
I would want to eiter remove those outer crosshairs and keep the dot,
or, what i would prefer, some static crosshairs (like that?).


(Samurai.) #62

[QUOTE=OwNLY;438064]Any information on when we get some customizable crosshairs?

These right now are just awful and dont work for me…
I would want to eiter remove those outer crosshairs and keep the dot,
or, what i would prefer, some static crosshairs (like that?).[/QUOTE]

Yeah i feel bad requesting more work on the crosshairs especially after we managed to get a dot implemented in the middle of it. Just seems like one of those aspects of a game that makes such a huge difference to the feel of shooting yet seems to be a mammoth task for most game companies to implement. I also would like a comprehensive system of customizing crosshairs (ideally i just want a dot on it’s own - slightly thicker than current and the ability to alter the colour) but due to it being a personal preference the options in CS:GO would be awesome.


(Ecano) #63

Red dot implementation would be very appreciated. Something like customize the transparency of the bars would be enough.


(spookify) #64

We are getting off topic with the Crosshair but I like the idea of a dot.

Since it seems like the only servers that I can play on are Euro servers does this game or will this game have any anti-lag? I am getting wracked extremely fast in Euro servers and when shooting back I am unsure how much to lead or track.

Also this might be good in the bug section but I notice it a lot more in Euro server the bouncing glitch of people as they either go up stairs or over a curb or jump up a ledge. They Glitch out up and down multiple times.

I think the Med Paddles also need to be tweaked a little so maybe they are quicker and increase the distance just a tad?

Less spread while strafing. While stationary and crouched hardly zero spread. Its super hard to wrack a guy at distance.

More Visible heads

I like the screen shake reduction.

Could something be done to fix the visual problem when you run into someone? If I come around a corner and run into someone I have no idea where they go. Its like they are inside my skin! I spin and strafe like crazy to see if they went right or left.

Nade timing. So nades blow up on 5? But if you release them its a little over 5? ET was 4 seconds as soon as you clicked. Does anyone else have the problem of premature nades? Does you nade release if you sprint or jump?


(woll3) #65

Strangely its the same when i have to play against you, sometimes i even think you can see me before i am around corners, not to mention that i couldnt figure out where the hitbox was.


(Ashog) #66

nade timer > xhair colors


(iwound) #67

Levels.

waterloo

the extra wall definitely makes it more difficult to get through this objective which is good.there are choices to be made, do i blow 1 then the second or just blow both, which is harder to do because you cant cover a middle plant.
the urge to cap the spawn is now greater but when won it is not the such a dominate move as it was. all in all a good addition.

the second change is blocking off the subway tunnel on the next obj. we know the reason as with LB some routes are being blocked to focus the play better. and it works. we now have attackers with only 2 main routes in from which they can branch off, this is adequate. we now get more, bigger battles because teams actually meet rather than run around looking for each other.

london bridge.

first change is the blocking off of the right route. again same thing it works because it focuses the teams into areas they can fight rather than wandering around. plus you now cant walk around the level to harass spawners.
another possible route to block off is the bridge as it serves little purpose except again to spread players out and to take them away from the objective. fighting on the bridge is high risk and little pay off except to snipers if they don’t get harassed. you can defend the ev and not see anyone for ages because attackers decided to fight on the bridge over and over. i see they are trying to bore me to death. i would rather have the blocked route open, rather than the bridge, but both blocked is better imo, well at least worth a try.

next the barrier 1 cover. its too easy for attack to run onto this balcony and cover the barrier build. because if defence actually spent time clearing and covering that section they couldn’t also build. i suggest some cover here probably a wall as with the other overhead, maybe with windows but not any that over look the build.



whitechapel.

the fence at the ev garage is new. i preferred the old setup, no fence and cover at the side of the ev. reason, the battles over the ev parking spot are good but obviously we don’t want an easy hold here.so why not have crawl through access through that window. that way you can have a hold but not for long. as it is now its about nades coming in all the time from the steps with no cover. they should not be able to fight from distance, make defence work for it.
also because the left cover has gone we get the ev held if it moves along a bit into the open. no cover to get to it so stuck.

the early ev deploy, yay this works so well.
firstly its earlier, second defence can interact with attack all over. and have a decent chance to stop the core, even though its usually at distance we end up with cores dotted around outside with newly spawning attack trying to grab while defence are trying to grab, its just so much freaking fun there. its like the objective has been split into two. choices yes,yes,yes.

only thing on the lift stage i would suggest is more feedback to the switches being built. ie when one is built the lift drops a certain distance as it still feels like not a lot happened. when i’ve built it, i know i have to but its not very satisfying. id like that ev to drop and the lift go cluck loudly not a silly sound thats not relevant. for example the hack on waterloo, when someone starts hacking , it sounds like that sound has something to do with that terminal. so, relevant to the objective audio feedback please.

weapons

sniper rifle
what i have noticed since the change was how in previous versions how wobbly my gun was, scoped had sway and unscoped , well it was never still. now with no sway it feels solid and nice to handle. im not getting greater kill scores but i am enjoying using more.

mines
i have to mention im probably now used to their light, it can differentiate a lot between areas and levels due to different lighting so placement skill just got a little deeper.

engie and covey pistol.
ironsight no zoom? don’t understand that. so just use as normal.also the tassle on the back , can i dangle some other stuff there like a little toy?

grenades are good close, mid and long range and good explosion.

artillery.
yay, much much better. still not getting kills but at least i can see why. it feels good to use. good clear explosions and sound.

deagle.
nice sound but all basey, i feel like im missing a tinnier sound at the end layered on top of the basier gun fire sound.
a kind of metal on metal as the the gun reloads itself. and kind of kechinggg maybe.

spawn waves.
we came, we fought, we conquered. thank you.
how many more variations of firefights have there been since the change.lots.
no more trickle death syndrome or TDS.
players running and fighting together, combined with the restricted routes, yes, yes ,yes. its FUN.

EV
still stickier than a 3 day old lollipop left on the table.
also please look at the route of the ev and where there is blockage, move back the vehicle or van so that wherever the ev is if possible i can walk around it.
it feels like i have a fat arse. and i dont. infact i have no arse so should slip by this easily but arggh.

Critters

pigeons
lovely. works really nice, had a couple of dodgy frames but works well.
if the entity is placed on a street with a few others. running through it would set some off, some would stay.like in Trafalgar square. really nice addition

cones.
thanks for adding the dynamic key to all of these. still no explosion effect on them. hopefully this will change so they interact even more. player interaction would be nice so that walking into them moves them as well. or even rat interaction. Racones!

rats
i hate rats but love these. keep the critters comin.

Misc

engineer secret weapon - her sexy bum.
how many times have i forgot to respawn because im watching the engie crouching to build. if i stopped to think who it was maybe i wouldn’t.
if playing a girl in game is wrong i don’t want to be right.

player lights.
love them. look great, work great, still probably needs more evaluation but im not having any issues atm

tracer fire.
i dont think i notice it too much, id like more stronger tracer fire, but il evaluate more and give feedback in the video thread about that.

some other great changes to like weapon positioning etc all good.


(Volcano) #68

Personally i still cant tell my enemies apart, doesn’t help when the chat box takes up half the screen


(RasteRayzeR) #69

I have to admit, but yesterday when I first played the updated version of DB, I felt for a brief moment that spark of joy I had in W:ET, this feeling that when you are loosing you push so much harder and still lose the map, but you feel completely exhausted yet eager to go for the next map …

and all this, gentlemen, is what I call JOY !


(RasteRayzeR) #70

With bigger resolutions it’s really easy now to spot the difference, even more with the lights the players have on them. Nice job SD


(Volcano) #71

thats all well and good for the those on higher res but you still have look after us down here, granted ill be back to proper res once i get my gpu back but until i gotta put up with this


(MrEd) #72

[QUOTE=spookify;438106]
Also this might be good in the bug section but I notice it a lot more in Euro server the bouncing glitch of people as they either go up stairs or over a curb or jump up a ledge. They Glitch out up and down multiple times.

Could something be done to fix the visual problem when you run into someone? If I come around a corner and run into someone I have no idea where they go. Its like they are inside my skin! I spin and strafe like crazy to see if they went right or left. [/QUOTE]

Yeah these 2 issues annoy me like crazy. The juddering up and down can be fixed by adding some steps smoothing code. We’ve got a 1st pass of that working internally but it requires a lot of modifications to slopes and ledges in level geometry before it’s ready to go live.

The character clipping issue are a bit more problematic to fix as UE3 doesn’t have the concept of soft collisions we had in idTech 4. What we’d want to see is inter-penetrating characters get slowly pushed apart as they did in our previous games but with the current physics in DB we can only get hard collision (where the characters are as solid as walls) or none at all. It’s something I really want to look at though as it really makes CQC suffer.


(RasteRayzeR) #73

I’ve always wandered : why choose the UT 3 engine ?


(iwound) #74

if we are talking about teammates non-clipping, what issues are there when its set to solid apart from over lapping spawns.


(acQu) #75

Probably because it’s good for close combat and the related level design. But that was one of the main questions i asked myself too. I guess it depends what game you want to develop. I think for close combat infantry it is actually quite good. Don’t know much about engines tbh, but the main thing i know that there once was a limit in the old engines and that limit kinda defined how you built levels. That is of course only partially true, but i generally tend to the belief that open world engines are more sophisticated in the sense that they simply scale better. The scaling of course is only more important in opern worlds and kinda MMO based gameplay (PS2 comes to mind).

Bit of a senseless post, but i sure as hell think: once you decide for an engine, you better have good reasons and think that engine fits the best for the kinda game you want to develop. Seeing it that way i think the puzzles come together aka close quarter infantry FPS type? UT 3!


(jRAD) #76

UE3 is a mature and well-established engine for making FPSes and there is quite a large pool of talented people who have experience with it, so when we needed to switch away from idTech, it was a pretty natural choice for us.


(-iWi-) #77

… simply , The UE is a powerfull engine and cool for a workflow ! Ihave a fun with Unreal Engine since UTK4, … and suppose that SD’s working under UDK - UE3 . They made a good choice ! :wink:


(Mustang) #78

This explains a lot, good information.


(MrEd) #79

Yeah so there’s the old classic tele-fragging, also you can get horrible stuttering and tugging when running alongside a teammate due to lag and they can completely block your path if they want to troll you. There are a bunch of things we can try to change the way the physics work but the collision cylinders are pretty fundamental to the way UE player characters work so the preocess of changing it wouldn’t be pretty.


(Ashog) #80

You have probably tried it internally, but what about trying it in one of patches? Is it really so bad? Maybe it’s not…
Also, it would allow for jumping on each other’s head and also goomba kills could be possible to implement (jumpring from height on some1’s head could do damage, or even flying bodies could do damage).