Dream Update Notes (Pixels Version)


(PixelTwitch) #1

GENERAL

[ul]
[li]Bullets now do 33% more damage to the EV and Doors.[/li][li]The objective Jug now insta kills on hit. [/li][li]EV speed is now limited to a maximum of 3[/li][li]C4 timer now defaults to 55 seconds[/li][li]Overtime is only triggered if all aspects of the objetive are currently active.[/li][li]Incapped enemies and team mates death status is now shown on the HUD.[/li][li]Player acceleration has been reduced by 30% (de-acceleration is untouched)[/li][li]Player aim down sight movement speed has been increased by 30%[/li][li]Camera reload / shooting animations can now be disabled[/li][li]Spawn / Revive protection is now 65% damage block for 2secs regardless of player actions. [/li][li]Death within 5 seconds of a revive now results in an instant gib. [/li][li]Auto switch back to same weapon/ability after revive or jug objective.[/li][li]Head hitbox has been increased by aprox 10% for all Mercs. [/li][li]Merc incapped hit box has been lowered by 50% (To allow easier shooting over)[/li][li]The 100ms network barrier is now dynamic based off avarage ping between fighting players.[/li][li]Passive health regen now starts after 2 seconds but rate is reduced by 33%.[/li][li]Map based ammo packs now provide full clips at a time but time difference means the overall rate is the same.[/li][li]Attackers and Defenders spawn time is now on a 10sec offset (50%) but equal durations (stopwatch mode)[/li][li]Transparrent objects (like railings) no longer block bullets.[/li][li]All side objectives (except forward spawns) default to complete for Attackers. (Make them focused towards Defence at the start).[/li][li]All side objective C4 plants now default to 40sec.[/li][li]All Mercs that can revive team mates now have a 3D compass to show team mates in need when they are off screen.[/li][li]When in public server matches (non-matchmaking) you can now select any Merc / Loadout you have unlocked.[/li][li]When in public server matches (non-matchmaking) you are now limited to 2 of each Merc per team.[/li][li]In competitive matchmaking you now select 1 Merc that you will use for both attack and defence. However you are able to select up to 3 of that Mercs loadout cards.[/li][li]When incapped you now see from a first person perspective by default (can be changed in options). This is to both increase immersion and showcase enemies skins/loadouts.[/li][/ul]

More to come soon! lol


(tokamak) #2

Death within 5 seconds of a revive now results in an instant gib.

Aww no keep the wack-a-mole alive!


(warbie) #3

Aye, way to get rid of the most important gameplay feature that let’s team push through choke points! If anything we need longer revive immunity.

That would be as popular as facial herpes :wink:


(PixelTwitch) #4

Its antiquated and fundamentally broken, especially if you was to increase the revive shield even longer then it already is. While I understand it was one of the primary ways to play previous SD games, it does not make it the right way to do so… All it entices is a 4 medic 1 objective roll mercs, even more so since ammo has been placed on the maps and respawns are so close to the objectives.

that would be as popular as facial herpes :wink:

Maybe so with all the “old school” guys around here… Let me be straight… Running left and right while shooting is not exactly the height of skill. Removing this low skilled crutch and replacing with more tactical depth is greatly needed to prevent the game from feeling stale.


(Glottis-3D) #5

“The objective Jug now insta kills on hit.”
omfg

“Death within 5 seconds of a revive now results in an instant gib.”
good


(warbie) #6

There’s no right or wrong about it - how else do you push through a choke point against a defending team that has every tactical advantage? Sure, you can add riot shields and smoke bombs etc (yey for randomness), which I suspect are on their way, or take away a focus on choke points and fully embrace Benny Hill gameplay, but taking away the ability to roll forward as a team only reduces tactical/teamplay options. I don’t want old skool for old skool’s sake - I just want the levels of teamplay we had in RTCW and haven’t had since.

Low skill crutch? You make it sound easy. I can twitch aim at a decent level but have always struggled in being consistent with strafing/dodging in encounters. And what exactly do you mean by tactical depth? That gets thrown about a fair amount on this forum but it usually means hiding somewhere. Either way, I don’t see how this has any impact on tactical depth.


(PixelTwitch) #7

While it can feel nice to push with this system it feels awful to play against, especially since bullets do not penetrate and revives are instant… Providing the revived player does not shoot instantly he has a revive shield that can outlast the remaining bullets in a clip. Not to mention that it can often be physically impossible to gib faster then pre charged revives come out. Also, not forgetting that the incapped hit box means if you crouch behind a incapped team mate they absorb the enemies shots. Once we have revive nades and SPARKS back in the game the problem is just multiplied due to the lack of distance requirements. Too often gunfights turn into a story of ammo conservation vs constant revives.

The current revive shield system is basically a “free shot” onto your attacker due to invulnerability only cancelling when an action is performed. The fact the hitboxes are smaller and firerate/recoil is higher also increases the survivability of a revived player even more when compared to previous splash damage games. One thing I really urge you not to mistake is the idea of “Team Play”. There is a massive difference between team reliance and team play. Team play is about synergy, diversity and tactics. Team reliance has 0 of these things as its a set way that works though necessity. In basic terms, Team Play gives you choices and team reliance takes them away.

Low skill crutch? You make it sound easy. I can twitch aim at a decent level but have always struggled in being consistent with strafing/dodging in encounters. And what exactly do you mean by tactical depth? That gets thrown about a fair amount on this forum but it usually means hiding somewhere. Either way, I don’t see how this has any impact on tactical depth.

Right now the primary skill in Dirty Bomb is the ability to strafe and aim…
Regardless of everything else in the game the vast majority of “good” players in Dirty Bomb will have this as a core skill. Personally I DO find this easy… TOO EASY! I honestly believe that I do not deserve to do as well as I often do simply because I can tap A and D while aiming at some ones head. Due to the effectiveness of this crutch all the other skills are put on the back burner… Movement, Tactics, Abilities, Flick Aim, Timing, Advanced Movement, Recoil Management, Positioning, Ammo Management, Chosen Stance and much more are all secondary to simple tracking aim. Reducing the effectiveness of this and tweaking some other elements should allow the skill requirements to be much more rounded. Allowing for more people to be more effective and lowering the minimum skill requirements for entry. All this while at the same time actually RAISING the skill bar by requiring mastery of more core skills.


(spookify) #8

Slow Players down slightly especially Shotguns, Lock Netcoding, spread recovery tweaks, fall off damage, faster weapon switching, better feeling nades, and fix the mouse input lag!!

Player acceleration has been reduced by 30% (de-acceleration is untouched) (Would like to Test!)
Player aim down sight movement speed has been increased by 30% (Sure)

Death within 5 seconds of a revive now results in an instant gib. (Something needs to be done for this…)

Head hitbox has been increased by aprox 10% for all Mercs (Worth Trying)

We want the feeling of hitting people so if you need to increase HP of everyone or lower Weapon damage do it!

Sidenote: Maybe if people werent flying all over my screen and so physically hard to see both visually and surface glitching/super fast animation the game would feel a lot better… Slower players and longer TTK and you have a game! Ripping heads!!

Game feels muh… Half the time its like why didnt that person die or why is my gun doing this I am right on this person!!

RED DOT!!! and Performance Pass with slower Player Accelerate and slightly slower movement…


(potty200) #9

If these patch notes became a reality. I know I would not only not play DB I would uninstall and prey to god that a new team based FPS shooter is around the corner.

In other words. I wouldn’t be surprised if they head down this generic BF/COD road, which is what it looks like you want.


(PixelTwitch) #10

[QUOTE=potty200;508544]If these patch notes became a reality. I know I would not only not play DB I would uninstall and prey to god that a new team based FPS shooter is around the corner.

In other words. I wouldn’t be surprised if they head down this generic BF/COD road, which is what it looks like you want.[/QUOTE]

lol Potty! you Old School Extremist you! :stuck_out_tongue:


(Humate) #11

Personally I DO find this easy… TOO EASY! I honestly believe that I do not deserve to do as well as I often do simply because I can tap A and D while aiming at some ones head. Due to the effectiveness of this crutch all the other skills are put on the back burner…

Is this viewpoint specific to this game… Is double tapping in UT also a crutch?


(PixelTwitch) #12

Due to highly predictable movement with the dodge jump as well as lots of AoE damage UT does not run into the same kind of issues really. Also, UT is a game where you fight mostly at varying ranges for even more varying time-scales (talking about duel). It’s not often in UT that you will go 1vs1 in the open and battle it out using nothing but dodge jumps and tracking aim. DM shooters in general are a great example of games with deep combat depth. This depth prevents any one skill / action being the primary go to step. Where games like UT2004 fall short in its depth is with the momentum system, shield gun and shock rifle. However that is till not to the levels I feel AD+C and Tracking aim do in Dirty Bomb.

EDIT: I also want to point out this very deep combat/skill depth in games like UT is the reason for the high barrier to entry and I do not recommend any game goes quite as far as a DM shooter if they intend for mass market appeal.


(potty200) #13

[QUOTE=PixelTwitch;508577]
EDIT: I also want to point out this very deep combat/skill depth in games like UT is the reason for the high barrier to entry and I do not recommend any game goes quite as far as a DM shooter if they intend for mass market appeal.[/QUOTE]

Because games like Quake and UT have failed so badly in the past…


(Erkin31) #14

You picked the wrong game. It seems you doesn’t like the kind of FPS that SplashDamage make (strafing and tracking).
It’s like if you want to remove the jetpack in Tribes !

You are trying to change my last hope of good multiplayer FPS in something similar to others current FPS :frowning:


(PixelTwitch) #15

In the past gaming was a fraction of the size it is now and no where near as mainstream. There is still an awful lot of people that would love a DM game and I for one am excited that UT4 is coming and we have rumors of Quake Live 2. We also have Project Nex, Reborn, Doom4, Reflex and Blue Streak all in development. They are making somewhat of a come back and some of them will be somewhat popular…

We just need to remember the new blood is not quite as hardcore as the old. We also need to remember that UT and Quake were the CoD and BF of their day… I do hope thy come back mate… I really do…

I just don’t feel with new amped production cost and low core audience its unlikely to happen for a while. UT3 selling 34,000 copies in its first month on the PC surely did not help boost confidence in arena shooters.


(tokamak) #16

Agreed with that. But that’s a discussion that’s as old as this forum.


(INF3RN0) #17

I want more weapon types in DB, but it’s too bad anything unique has a super low skill cap because ‘real life’.


(PixelTwitch) #18

There are still lots of potential avenues to go down mate…

Spooling, Charging, Projectile and Melee/Short Range are all things that could be implemented with a high skill cap to mastery.
While it was a bad implementation Sparks revive gun is a decent example. I would simply lower the fire rate to prevent spamming, increase damage but make it projectile based so you need predict.

Even with the current pool of weapons a lot could be done to give low skilled and high skilled players variation by playing with DPS, Firerates and Recoil. The big issue right now is that the majority of weapons are so balanced within the weapon class that they become irrelevant. The lack of predictable recoil and DPS is also the reason why all the weapons feel pretty generic.


(INF3RN0) #19

[QUOTE=PixelTwitch;508593]There are still lots of potential avenues to go down mate…
[/QUOTE]

Yea off, but I’m just expecting poor implementation and generic mechanics at this point. It’s not that I dislike most weapon types, but they need to be modified to fit into this type of game. Just tossing something in without the forethought ends up with these weapons that are either OP or UP simply because the mechanics don’t mesh.


(tokamak) #20

Well it makes sense that they start with generic accessible versions of any exotic stuff. From there on you can create alternative versions of that weapon that are less accessible but have more potential for horrible bodycounts.