Execution is not beginner-friendly - Also first thread


(VincentRJaeger) #1

Execution was meant to be a gamemode that the devs stated to be familiar and to be the first gamemode people will be able to play, as a result making it the beginner-friendly mode so to speak. I assume that their reasoning is that since it’s a familiar gamemode, especially for players in CS:GO, people will have no trouble getting into this game. I can understand this reasoning but I must argue that I think it is wrong.
Execution in CS:GO works because the game is tailored around it, balanced around it; whereas Dirty bomb revolves around Stopwatch primarily, objective-based gameplay so to speak. The abilities, weapons and mercs are based around the concept of respawn waves. This results in that Execution works vastly differently in DB than in CS:GO, and in my opinion it ends up quite bad as a beginners gamemode. I argue that Objective mode is more beginner-friendly in that case and I would greatly suggest that it’d be the first gamemode people can join mainly because of these three reasons:

  1. Since the game revolves primarily around Stopwatch/Objective as previously stated, getting to know the maps and the mercs is more important and helpful. It is more friendly for people to learn how the game works, how the mercs work, since you have the respawn system in place there.
    We all know the current tutorial doesn’t really do a great job at teaching people everything about the game. If I recall it’s being reworked upon but while it’s under work, having Objective as a tutorial works better than letting them into Execution.

  2. Execution on it’s own is a very stressful and tense gamemode. New players can and will have problems learning the game from it due to pressure from the team and the gamemode itself. A single mistake will be your death, and it’s way too unforgiving for a new player on that aspect. This also creates a somewhat more toxic environment and will be detrimental to a new player. I for one would not want to be constantly picked and insulted upon just because I just picked up the game and want to learn it.

  3. Balance in the game isn’t based on Execution, but in Stopwatch. Since the abilities are balanced around respawn waves, it will make more sense as to why an Airstrike or Kira-laser exists on the go, instead of in Execution where one could - in theory- take out a whole team with little problem. A new player who joins an Execution game only to be instantly taken out by an airstrike will most likely ask himself “An Airstrike? Already? That’s bloody unbalanced or OP!” I can only assume at that point but it’s certainly no question that some powers are too powerful in Execution while they are balanced in Objective/Stopwatch.

I believe that if Dirty Bomb is to become a successful game, they should stop considering what CS:GO does and roll with their own uniqueness and gamedesign. Execution is arguably just an attempt to scoop up some players from CS:GO but I wonder; Why play Execution in DB when you can just play it in CS:GO where it works better?
Instead, if the developers focused on what makes Dirty Bomb unique, players will look at it with interest and curiosity and that way I foresee that players will get hooked up on it.

Long read, but I wanted to sum up my thoughts about this.

Tl;Dr - Read the bloody post you lazy sod.
P.S. First thread.


(MissMurder) #2

Appreciate the feedback on this. It is definitely something we are trying out and doesn’t mean it will be permanent.


(bontsa) #3

Good golly and thanks that peeps are lookin’ at it, the atmosphere at Execution servers is getting worse and worse. I’ve been long enough already on kindergarten’s payroll here and there, and when playing a video game I don’t want to feel urged to act like a bloody babysitter.

Solid text @Jaeger , +1!


(Mr-Penguin) #4

Perhaps ability spam would be solved if you had to “earn” your ability uses by getting points, or maybe a system similar to obtaining Titanfall’s titular Titan suits- abilities are put on a long CD initally and getting kills or something speeds it up. Fire Support abilities would take longer than other ones though, but things like detection abilities would have a much shorter inital CD.

This would avoid team-wipes and ability spam in Execution while giving both new and skilled players a chance to actually use their merc’s abilities.

Also, Max Level 5 and Min Level 10 Execution servers need to come soon. Seriously. I’m tired of getting rolled 7:0 or roflstomping the enemy team every game of Execution. It’s getting tiring.


(VincentRJaeger) #5

I see what you mean but I don’t think that would work really. Execution rounds appear a bit too short for it to work out well. Assuming you earn points by performing actions, the only action technically would be killing enemies. By the time you get for ex. an airstrike, the enemy team is probably down altogether.
Then there’s the wide variety of abilities too. Fraggers ability can’t really be put side to side to say Stokers or even Phoenix’s.
Putting them behind a constraint would require inconsistency because while you could arguably remove Skyhammers airstrike, you can’t take away Sawbonez’s medkits, so to speak. It’d harm several mercs who would need said ability to gain the points. Maybe I’m too black&white but either you remove all abilities, or no abilities.

Removing them altogether wouldn’t work, that’s detrimental to the balance and would make it worse than it is now. I think the solution is somewhere else, something I at the moment can’t really put my finger on. Arguably though, all that might be necessary is a good matchmaking system and player balance for it to work properly.
I do certainly agree though that Max5 and Min10 servers should arrive as soon as possible.


(RyePanda) #6

What if, to balance the abilities they didn’t reset the Cooldowns at the start of every round? That way using an airstrike at the end of a round meant you would start with a one minute cooldown next time.


(VincentRJaeger) #7

Possible. I like the idea of the cooldowns going over the match. Could change the gameplay quite a bit I’d imagine. I’m concerned though that it would only possibly solve a part of the problem though.

Arguably most of these problems come from the lack of other things (tutorial and good MM etc.) and the fact that it’s the first gamemode people will get to play. Cooldown not resetting would fix the balance of the gamemode perhaps, but I can’t say for sure.

It’s a good idea though!


(XavienX) #8

I 100% agree with you. This really could devastate noobs with players thinking they are just stupid at times. I remember one time my whole team was killed, except for a noob who was walking around the spawn, having no clue what he was doing so my team kicked him :frowning: That can result in bad impressions of Dirty Bomb.


(Arjun) #9

@MissMurder
I think a tutorial for each game mode is very important .It doesn’t have to be too elaborate , just show them what the icons mean , the role of each classes ( 3-4 guys repairing a single EV is still a common scene on pubs ).SD’s previous game BRINK had a lot of these tutorials which was really useful and people could easily get into the game .
Here is a good example >>


(VincentRJaeger) #10

[quote=“Arjun;110658”]@MissMurder
I think a tutorial for each game mode is very important .It doesn’t have to be too elaborate , just show them what the icons mean , the role of each classes ( 3-4 guys repairing a single EV is still a common scene on pubs ).SD’s previous game BRINK had a lot of these tutorials which was really useful and people could easily get into the game .
/…/[/quote]

That’s definetly something I would want to see aswell. Hell, I’d play the tutorial again just to know how it is if it was a proper tutorial. Current one is lacking in several aspects, including the aforementioned ones.


(ImSploosh) #11

Not to mention the assholes that try to kick noobs despite them being locked to the gamemode.

Seriously, it’s a big problem. A lot of games I join, I’m the savior for these noobs as I always vote against kicking them. They’re being kicked for being bad or not knowing what to do when they just joined the game. That’s like driving away the playerbase and I hate when people try to do that.


(VincentRJaeger) #12

[quote=“Sploosh;111869”]Not to mention the assholes that try to kick noobs despite them being locked to the gamemode.

Seriously, it’s a big problem. A lot of games I join, I’m the savior for these noobs as I always vote against kicking them. They’re being kicked for being bad or not knowing what to do when they just joined the game. That’s like driving away the playerbase and I hate when people try to do that.[/quote]

It’s pretty common in any gamemode really. Though, I’m not going to jump to conclusions, but I’m not going to be surprised if there’ll be an increase in toxicity with Execution. This is just a personal thought. In no way am I referring to ‘Execution = Toxic’ as a fact, it’s only me doing a future assumption.

I contemplated on another idea. You know how L4D and other games had that Hint system in place for new players? What if there was something like this for Dirty Bomb?
Say that you are new to the game, you pick up Aura and play a game. Now when someone is revived, a pop-up will hop up and say ‘Revive this teammate!’ or something. A hint system that can be turned off once the player reaches level 3-5 maybe?

Is there any ETA on the improved training, or some info/hint about it? @MissMurder and co.


(Mr-Penguin) #13

[quote=“Jaeger;112708”][quote=“Sploosh;111869”]Not to mention the assholes that try to kick noobs despite them being locked to the gamemode.

Seriously, it’s a big problem. A lot of games I join, I’m the savior for these noobs as I always vote against kicking them. They’re being kicked for being bad or not knowing what to do when they just joined the game. That’s like driving away the playerbase and I hate when people try to do that.[/quote]

It’s pretty common in any gamemode really. Though, I’m not going to jump to conclusions, but I’m not going to be surprised if there’ll be an increase in toxicity with Execution. This is just a personal thought. In no way am I referring to ‘Execution = Toxic’ as a fact, it’s only me doing a future assumption.

I contemplated on another idea. You know how L4D and other games had that Hint system in place for new players? What if there was something like this for Dirty Bomb?
Say that you are new to the game, you pick up Aura and play a game. Now when someone is revived, a pop-up will hop up and say ‘Revive this teammate!’ or something. A hint system that can be turned off once the player reaches level 3-5 maybe?

Is there any ETA on the improved training, or some info/hint about it? @MissMurder and co.[/quote]

A system like that would be awesome. Include one for engineers too, like when they look at an unrepaired EV or something.