Dirty Bomb's environment indecipherable?


(Stumperd) #1

(I’m not sure if indecipherable is the correct word, I used google translate :stuck_out_tongue: I was looking for the opposite of “clear”)

Is it just me or is DB a bit indecipherable? When I’m playing DB it’s kind of a chaos in my eyes.
I don’t know if it’s because I don’t know the maps good yet, or if it’s the game.

Atm I think it’s because there is too much **** in the maps. Like destroyed cars everywhere and unnecessary stuff on the background.
I also think the “cartoony” artstyle and the fancy colors make the game less clear.

If you compare db to for example counter strike or W:ET or something, these games have a very clear environment.

If it’s just a matter of getting used to cartoony style of db, then I haven’t said anything :smiley:

-Stumperd


(RasteRayzeR) #2

Strange, question of taste I guess. I come from the Quake III CPMA world where everything if crystal clear but I find that the maps in DB are clear enough where the main action takes place.

Doesn’t disturb be … I’d like even that we can create fog by firing in these bushes and destroy car windows, trash cans, you know … little pleasures of life are the best :smiley:


(Apples) #3

I think it is just the fact that you need to learn the maps / chokepoint a tad more, i was totally lost at first but once you know the choke point / attack path and sideways you get caught off guard less frequently and the “tactical” playing can finally begin :slight_smile:

I find DB pretty instinctive, didnt took me ages to know the map and position myself well, and my battlesense is usually very low, so i think with a bit of practice all will goes better in a few hours of gametime.


(Stumperd) #4

[QUOTE=Apples;429059]I think it is just the fact that you need to learn the maps / chokepoint a tad more, i was totally lost at first but once you know the choke point / attack path and sideways you get caught off guard less frequently and the “tactical” playing can finally begin :slight_smile:

I find DB pretty instinctive, didnt took me ages to know the map and position myself well, and my battlesense is usually very low, so i think with a bit of practice all will goes better in a few hours of gametime.[/QUOTE]

Ok thanks for making this clear :wink:


(iwound) #5

the thing that is unclear is team distinction. im still amazed at how many fire fights i come across that are between team mates. lmao.
im still doing it myself all the time. its the, is he or isn’t he look. especially hard when a team mate is stood behind an enemy making them look friendly.


(INF3RN0) #6

I wish that we could switch off that grey haze/volumetric fog that fills the whole screen. It really takes a lot away from the visual crispness and melts everything together on the eyes.


(warbie) #7

^ I wish that could be turned off in all games!


(Stumperd) #8

[QUOTE=iwound;429064]the thing that is unclear is team distinction. im still amazed at how many fire fights i come across that are between team mates. lmao.
im still doing it myself all the time. its the, is he or isn’t he look. especially hard when a team mate is stood behind an enemy making them look friendly.[/QUOTE]

I totally agree with this.
If a developer read this, I have a tip for you: I notice the distinction between the teams are blue/red. I think it’s better if you try dark/light. In W:ET this was easy because germans had black suits and americans white/grey. But this is also possible in DB. Just make the clothes dark on one team and white/grey on the other team. Also you are trying to give the characters some kind of urban look. This is cool, but it makes it harder to see the difference. It’s better to just make some kind of outfit for both teams. And make this outfit different between classes ofc, but keep the core of the outfit the same so the different is very noticeable.


(chippy) #9

This. Can’t stress this enough.


(Loffy) #10

Unclear team distinction, what iwound said above, yes, agree. This is a major problem in the sense that it takes away some of the enjoyment of playing DB in its current state.


(BomBaKlaK) #11

why not red and blue teams ?
the color distinction is not so easy sometimes.


(Stumperd) #12

[QUOTE=BomBaKlaK;429092]why not red and blue teams ?
the color distinction is not so easy sometimes.[/QUOTE]

red/blue teams makes the game even more cartoony IMO. I personally just don’t like red/blue teams + there is alot of color in the environments


(BomBaKlaK) #13

So need to find something but an overhead spotter is not welcome, I prefer clearly team distinction


(chippy) #14

They are kind of red/blue. It’s just that it needs to be easier to see. Why not make the small patches they have on i.e. the arms wrap around the arms instead of just one spot? That would make quite a difference without making the game to cartoony.


(Stumperd) #15

This actually made me think. I think the perfect solution to this problem is to make it like counter strike. defenders(some maps attackers) black/dark blue police outfit. attackers(some maps defenders) red-ish terrorist outfit

This keeps the red/blue in the game and makes the difference alot more obvious AND it even can benefit for a story.


(RasteRayzeR) #16

Anything but “counter-strike”, I absolutely don’t want DB to get the gameplay or look like counter-strike … :confused:

And with the hud elements I find there is no problem identifying a friendly or enemy in DB because the routes taken by the teams are different, you almost always know where the enemy come from.


(Stumperd) #17

[QUOTE=RasteRayzeR;429102]Anything but “counter-strike”, I absolutely don’t want DB to get the gameplay or look like counter-strike … :confused:

And with the hud elements I find there is no problem identifying a friendly or enemy in DB because the routes taken by the teams are different, you almost always know where the enemy come from.[/QUOTE]

The outfits of teams have nothing to do with the mechanics of the gameplay… I just used counter strike as example. They don’t have to make it exactly like cs ofcourse… Just the idea of police vs terrorist(don’t even have to be terrorists) will solve the difference between teams problem.

The other thing you mentioned will get abused very bad in competitive play. That’s why it has to be improved.


(Apples) #18

Why not a clear patch on every character which color can be chosen from a palette? I mean if every character get a wrap on arm, you then can choose between say 5 or 6 (or more?) different colors for this patch on enemies, this way everyone is happy and the code isnt too big to implement, the only thing a bit harder is to define a proper “color patch” on character at first, then we can choose : black / white / green / blue / red / orange or maybe more color.

Some people are color blind, keep that in mind also


(iwound) #19

they already have them. obviously doesn’t work if you’ve not noticed. :tongue:


(chippy) #20

He also stated (as did I) a wrap on each arm. That would make a big difference compared to the small things they have on now.