Don't like Dockyard; am I alone?


(Cletus_VanDamme) #21

@doxjq said:
Agreed @SaulWolfden.

Almost everyone I know has said the same thing about the last objective, and 2 of them made the comment “who even play tests these maps and thinks this was a good idea.”

I agree with them.

Either noobs, or their feedback isn’t taken into consideration.


(frostyvampire) #22

How can you not like it?
I mean, how did you even manage to find a server with Dockyard? I was forced to play on 4 different maps to even see Dockyard in the map voting list


(AlbinMatt) #23

Bit early to make this thread no? From the four games I’ve had in there, Dockyard is a blast! The first objective feels wasyed though, since it’s so easy to deny the defenders, and repair. The secobd phase is where things starts to get fun. I’ve won 2/4 games as CDA after we stopped the EV at the warehouse. The final phase is an insta GG for Jackal if you managed to escort. Despite being so close to the holo drive, you cannot dislodge the attackers without a Nader or a Kira.

It’s a fun map that needs tweaks. Lrts leave it at that for now eh?


(TR_Kama) #24

everytime im in a pub server and dockyard pops up in the map selection everyone seems to vote away from dockyard, i have to start an empty server cuz i want to play the map and get used to it, i personally like it, the EV escort is fun but the final obj is really hard if your attacking it, half the time im running with a team that has no medics, that final obj is next to impossible without a medic or 3, as the others said it needs more trickjumps and remove the invisible walls, all this time spent developing it and it is unliked by alot of people


(TheStrangerous) #25

If Dockyard became unpopular, then the whole development for it went to waste.

Might as well not expect any future complex map become populated, due to popular community choice (chapel, chapel and more chapel ugh…). What can be done? Stepping outside of comfort zone is too much, for majority of playing DB.

Heist might be more linear as a result.


(TR_Kama) #26

didnt shoe say that the map was meant to be more defensive sided anyway, i might be wrong but i thought he did, and why oh why am i so unlucky with teams i just came from a dockyard match and yet again only one medic but sadly they didnt know how to revive the dead guy next to them even though the dead guy said “erm dude revive me im RIGHT NEXT TO YOU” in the games i have played the attack side needs 2 or 3 medics and the games i have played have had only ONE medic, the attack side cannot do it, it is next to impossible to complete the match with ONE medic, im not complaining it is just an observation


(ImSploosh) #27

My biggest gripe with Dockyard is the INVISIBLE WALLS! There’s so many of them, it’s terrible. It really ruins the flow of the map and the game itself. Although the other maps are plagued with this as well, they’re not nearly as bad. Dockyard has so many areas that either have an invisible wall or objects blocking what could otherwise be a useful trick jump, spot, or route. It feels 100% like Call of Duty. You can’t jump on anything or access most areas. It’s all for looks and I really wish this would be changed. I’m sure this is something others will agree on!


(JonBongNoJovi) #28

It’s too soon to o tell for me , 1st time playing I wasn’t impressed , since i played a few more times i’m begining to learn what to look out for and from where , still too soon to say , I really like the art design and look to the map and even made me turn up settings to hig to enjoy .


(Sithas) #29

I have played dockyard now 5 times and i enjoyed every match. The map is fun, it haves a important side objective on the first and second part of the map, which makes fighting for it fun. The only thing i think that really needs to be improved is the last part of the map which is way too defender sided, either put the attackers spawn more forward, or make it so that the defenders need more time to reach the bomb.


(Szakalot) #30

the high ground overlooking last objective is stupidly easy to hold for defense, with no valid flank path to clear it out by attackers. Aura can plonk a station there for the entire defense team.


(GatoCommodore) #31

@Szakalot said:
the high ground overlooking last objective is stupidly easy to hold for defense, with no valid flank path to clear it out by attackers. Aura can plonk a station there for the entire defense team.

it has a side overlooking inside the high ground.

you can arty or throw a marker there


(Dieu-Sama) #32

“Dockyard isn’t shitpel, so it’s sucks” !


(Szakalot) #33

@GatoCommodore said:

@Szakalot said:
the high ground overlooking last objective is stupidly easy to hold for defense, with no valid flank path to clear it out by attackers. Aura can plonk a station there for the entire defense team.

it has a side overlooking inside the high ground.

you can arty or throw a marker there

i know, but to get there you have to push through an awful choke (right side from attackers perspective).

Left flank has a nice indoors area overlooking the objective that allows to setup for an attack, but it gets you nowhere if enemy holds that high ground, its impossible to push past it; considering the travel times from spawns.


(doxjq) #34

I’ve played a handful more games on Dockyard and it gets worse every time I play it. The last objective is absolute cancer for attackers. Way too many crossfire positions for the defenders and so few paths for the attackers to actually attack from. It’s damn near impossible to get close enough to get in a decent airstrike, or even a damn grenade off because you’re constantly taking spam through these tiny doorways. Legit leaving the server every time this map gets voted.


(TR_Kama) #35

the problem is, DB was under pressure and they had already taken far too long releasing this map, yes it looks amazing but if the game play is not good then ppl will skip the map like Dome or chapel, i know they wanted to release the map without testing it first to the public, but the public are the ones that are going to play the map, what difference would an extra week have made to tweak suggestions from feedback


(doxjq) #36

@TR_Kama said:
the problem is, DB was under pressure and they had already taken far too long releasing this map, yes it looks amazing but if the game play is not good then ppl will skip the map like Dome or chapel, i know they wanted to release the map without testing it first to the public, but the public are the ones that are going to play the map, what difference would an extra week have made to tweak suggestions from feedback

I’m pretty sure they have a group of private testers, and some of those testers are veterans. So I doubt there’s been a lack of testing. I just wonder if anyone gave negative feedback and whether they actually took it into consideration, because from where I’m standing I can’t see how any regular or veteran competitive player would think the last objective is fine.


(KangaJoo) #37

@hawkeyeguy99 said:
Haven’t gotten into a match on Dockyard yet, but from what I’ve heard I imagine I will be disappointed. Dome is my personal favorite map because of the amount of secondary objectives that actually affect the outcome of the match slightly and because of the amount of trickjumps. I hate the closed off maps with little to no trick jumps that are useful cough cough Chapel cough cough

I really do not understand the big deal about Chapel, it’s my least favorite map by far.

No useful trick jumps? Stairs to bridge mg, the little cubby to the ammo, idr if you can still jump onto the side objective mg without repairing it but you could before, double wall jump to the catwalk from attacking and defending sides, wall jump into defender’s spawn on last objective and probably a bunch more I’m forgetting as well as the ones that got removed like the ones used for getting into the attacker’s spawn on the first objective.


(nokiII) #38

@KangaJoo said:

@hawkeyeguy99 said:
Haven’t gotten into a match on Dockyard yet, but from what I’ve heard I imagine I will be disappointed. Dome is my personal favorite map because of the amount of secondary objectives that actually affect the outcome of the match slightly and because of the amount of trickjumps. I hate the closed off maps with little to no trick jumps that are useful cough cough Chapel cough cough

I really do not understand the big deal about Chapel, it’s my least favorite map by far.

No useful trick jumps? Stairs to bridge mg, the little cubby to the ammo, idr if you can still jump onto the side objective mg without repairing it but you could before, double wall jump to the catwalk from attacking and defending sides, wall jump into defender’s spawn on last objective and probably a bunch more I’m forgetting as well as the ones that got removed like the ones used for getting into the attacker’s spawn on the first objective.

@KangaJoo
There is also the jump from defender spawn onto catwalk and quite a few jumps which give you different angles / arrival times compared to just walking.

For the ramp jump, there are actually two different ways up there, both doable with everything up to fragger, maybe even thunder.


(ImSploosh) #39

@KangaJoo said:

@hawkeyeguy99 said:
Haven’t gotten into a match on Dockyard yet, but from what I’ve heard I imagine I will be disappointed. Dome is my personal favorite map because of the amount of secondary objectives that actually affect the outcome of the match slightly and because of the amount of trickjumps. I hate the closed off maps with little to no trick jumps that are useful cough cough Chapel cough cough

I really do not understand the big deal about Chapel, it’s my least favorite map by far.

No useful trick jumps? Stairs to bridge mg, the little cubby to the ammo, idr if you can still jump onto the side objective mg without repairing it but you could before, double wall jump to the catwalk from attacking and defending sides, wall jump into defender’s spawn on last objective and probably a bunch more I’m forgetting as well as the ones that got removed like the ones used for getting into the attacker’s spawn on the first objective.

There are some, but many of them give little advantage or simply for traveling a little faster. There’s too many invisible walls or actual walls blocking off what would otherwise be good paths/spots. It feels very CoD-like to be honest. I’ve always imagined DB to be more of an open-ended shooter where you’re given a map with boundaries and you can make it into your playground.

Many of Dockyard’s vertical aspects are blocked off as well as simple objects like the scaffolding right after the EV turns the first corner. That alone could be a useful spot for a turret, a different angle for defenders, or maybe allow attackers to reach it as well by long jumping from a hole in the wall across the street, giving them a sniping spot to counter the difficult bridge chokepoint?

Try jumping around the map and you’ll see what I mean. Much of what should be functional, isn’t. The map feels boring in this aspect, rather than exciting and refreshing. I feel like I’m playing Call of Duty Black Ops 2 or something.


(Diosito) #40

It’s pretty unfair to have ppl saying things like “Dockyard sux” just a few hours after being released.

I feel that with this map we are facing the same problem that Dirty Bomb has in a general level: people who do not want, do not know how or even not interested in teamwork, people who underestimate/ignore/despite tactics.

The best matches I ever have had in this game have been when people play as a team, when people play it the way it is supposed to be played.

And of course the map still needs some work, but it’s ok so far in my opinion.

Abbadon
Abaddon